SnowieW’s House of Maps 🗺️

One of the most difficult objectives to capture is the first point on Al Jabal Farm (south). This is because the attacking AI usually do not enter through the frontal windows of the building, but instead attempt to run through the side or back doors which are extremely exposed. The defenders also have a large hill that overlooks the attacking side’s entire portion of the map. The attackers cannot access most of this hill (except for guerrillas) because it is in the greyzone.

enlisted al jabal farm rework

To fix this we first need to allow the attackers to take control of the hill on the map. However, this will create the same problem but for the defenders in that they can be spawn camped byt he attacking team. To balance this, I have drawn (in yellow) additional buildings.

Firstly, I gave them one more small building to the north of the hill, so they have a two small buildings that they can build spawns in to go fight the attackers on the hill. I don’t want it to be too easy for the attackers to maintain control over the hill, as it gives them a very big advantage.

Secondly, I gave them more buildings behind the objective because currently there are almost no safe places to build rallies in. Now that the attackers will have the ability to control the hill (and more buildings to push from) the defenders will need better spots to put their own rallies.

For the attackers, aside from expanding their access to the hill, I added more buildings on the right side of the map so they can better use them to flank. The defenders also got their own additional buildings so both teams can play both flanks of the map as well as the middle.

As you can see these changes will make the objective much more dynamic for the attackers as well as the defenders because each side will have options to flank and gain map control, and it will reduce the overall lack of cover.

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bots running around from the window side to get farmed drives me crazy. I try to control them to avoid it but you have to move fast to win that point.

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Saving this for later.

Going to write something up for a whole bunch of the pacific maps, after 1700 games of Japan now I know a decent handful of spots that could use some tweaking.

(Especially Gavutu)

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Yeah that one. It definitely should get some unique buildings like changing the generic churches with new ones

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A bug with maps ive seen a few times is when you park an APC next to a building against a wall the troops gets trapped in the walls. Maybe make it where troops exit only on open space of sides of the APC or giving the driver a pop up saying troop deployment on APC is obstructed.

Another bug ive seen when starting a new battle and many vehicles spawn in some of them spawns in on each other making them do some weird spazzing effect or they would spawn behind a structure/rock. Maybe tweaking the spawn points of vehicles to spawn with a fair amount of space between them near the road and making roads at the start of the battle more clear and easier to drive out of.

Railroads trapping tanks? I haven’t had it happen for a while but I had 1 tank get stuck on some railroads in a factory map when I tried to pass some destroyed tanks in a tunnel and the jumbo tank was somehow bottoming out on the rails. Maybe move them into the ground a tiny bit

Invisible/un rendered buildings on the Dday map causing planes to randomly explode in the ocean if youre flying low.

Placing sandbags on uneven terrain making the players place them at weird angles. Maybe make the sand bag clip a little bit into the terrain so they would be placed upright instead of a 45 degree angle in some cases.

Make big bushes more solid or add a thicker stem to the bushes so its harder to spray through it while keeping the medium and small bushes unaffected.

Thank you for your post.

I guess Ill start by once again praising the devs for their excellent work on map aesthetics. Tunisia, Pacific and the Burma map for example are all really nice maps with lots of details. Also the rural Germany ‘Berlin’ maps like river crossing.

Ive said it a few times now Ive been to the Solomon Islands, Ive been to Munda, swam in those waters and yeah big thumbs up to the devs in capturing the beach, coral, trees and so forth.

HOWEVER

While aesthetically pleasing maps are very important, thats irrelevant if the gameplay is crap. Unfortunately there are many Enlisted maps that suck for a computer game FPS leaving one wondering if any devs actually played the map for themselves.

Now in regards to specific flaws some of my learned friends here are more familiar with the exact specifics of maps like rock placement or whatnot.

Reverse D Day
I will start with Reverse D Day. NO ONE likes that map. Its no good for vehicles, biased towards defenders, the whole premise of a reverse d day is just silly, its difficult to take the bunkers, objectives squashed up against each other while being sniped from all sides, most of all for me is the fact its D Day yet the whole map is fictional.

Solution: I know you requested dont just say delete it but I really dont see how that map can be saved, or indeed why it should be saved.
I would argue get rid of it
BUT
Replace it with an accurate Juno or Sword beach.

For instance we’ve all seen this picture many times.
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Apparently this was the first newsreel footage the world saw of the Normandy landings, led by my Commonwealth brothers the Canadians. :slight_smile:
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image

The whole Omaha beach thing is been waaayyy over done in games. I argue that we should give some recognition to the British and Canadians.
But also as we see here the maps would be more interesting and unique with flatter land, buildings to take or defend and the ability to extend the map into urban warfare behind, or fields, like real life.

Theres plenty of information on the internet out there the devs could use to make a really cool and as I said unique map for a WWII FPS.

Burma:
Overall awesome map love it.

However,
That hotel objective needs to be reworked considerably. As a building I think its awesome, really cool model. But we are basically fighting in a sky scraper where half the floors are blocked off and neither side can control it very well because theres always someone really high up or on ground level.

My solution would be make the building shorter, or put the objective somewhere else and just let snipers use the hotel if they wish.

Secondly, the last objective the garden or bell. As usual, aesthetically its beautiful and cool. But this is a war game. As an objective its terrible. It doesnt make much sense and youre usually left huddling around the bell.
Solution: I think the park needs a considerable rework so the focus isnt on the bell. Maybe move some of the trees away a bit and open it up more like a courtyard, perhaps a rotundra or mini temple in the middle as an objective?
If theres any players here from Burma or Thailand/other parts of SE Asia Id call on you to give suggestions for a better objective based on SE Asian gardens.

Furthermore WE NEED MORE BURMA MAPS. We had a whole ‘Tigers of Burma’ update, yet only one map.
I would like to see the Battle of Admin Box, a real battle, and please can we have a proper jungle warfare map?

If you dont want to make Burma then please make New Guinea and the Kokoda Track. It is very important to Australia but also Pacific War history as our boys were the first Allied army to beat the Japanese on land.
Specifically for gaming I think Kokoda would be a really good FPS focused (rather than vehicles) map with proper jungle fighting and hilly terrain.

Tunisia:
Khalif caves: I will always maintain that map just shouldnt exist. As far as specifics well you spawn as a defender and have to climb out of the caves under fire to take positions. Attackers meanwhile have to try and climb down into the caves which is almost impossible. Its not good for vehicles and just not what we want from a desert war map.
If you want cave warfare I think the caves in some of the pacific maps are done really well and are far more appropriate (the Japanese were very famous for their use of caves and tunnels)

Tunisian maps look nice but have a lot of issues. Ill leave it to my fellow players to give specifics for each map.

But my concern at the moment is we’ve had the same Tunisia maps since Tunisia was first added to the game.
I am also very disappointed that the entire desert war is limited to just Tunisia, and all generic fictional desert maps at that.

Solution:
Add Tobruk, El Alamein, Cairo, Tunis, Syria-Lebanon campaign.
Hell Let Loose has proved that Tobruk and El Alamein can work as good maps in an FPS.
Both are very famous and important battles in WWII.
We have an Italian Tobruk squad. Tobruk is an oppurtunity for Australian, New Zealand, British Indian, Free Polish and Free Czech uniforms as well.
I would encourage the devs to read up on the desert war, look at what Hell Let Loose has done, and get back to us.

I will end my post here, there’s plenty more to talk about. Some of the Normandy maps the objectives are way too close together.
Other maps like Airfield, Steel Mill, Powerplant, theyre just not fun. I cant really give you specifics they just arent enjoyable.

I will say overall Id like to see more real battles rather than generic geographic locations. We had entire campaigns dedicated to specifically Berlin or Stalingrad for example.
But then as Ive said the desert war and the Pacific have been reduced to generic desert and Pacific island map which isnt as fun as specific locations where the objectives are based on real buildings and so forth.

So yeah talk to the playerbase, read up on WWII and come back to us with actual locations. The devs have proved they can make really cool looking maps, I think they will be even better when they are grounded in realism rather than a copy paste of existing assets.

7 Likes

I think we should consider improving the hotels on the map of Myanmar, because if you want to occupy it, you need to walk to the top floor of the room to achieve your goal, which is obviously unreasonable. In conquest and invasion modes, the other side always gains a certain advantage.

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give cap protection like in confrontation for invasion also. some times attackers are on next cap point in seconds after previous one was captured and defenders have almost no chance of defending it.

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General things to be updated across every map:

  1. The trenches found on the “Mountain Pass” Map are really cool, and actually have standing positions to properly shoot out of the trench from. This is an integral part of all trenches and trench warfare, so I would suggest adding the wooden ramp steps to trenches on EVERY map, making trenches more impactful since you can actually use them to shoot at enemies instead of just to move around in.

  2. Bushes on all the maps need to become a solid object, at the minimum a solid object for AI soldiers. It is one of the most frustrating things in the entire game to get constantly shot at by AI soliders through foliage that neither of you can see through, but the AI doesnt “see” the foliage and just guns you down across the map.

  3. Visual clarity is a very important part of first-person shooters.
    The snow and fog effects need to be adjusted or removed, they cause many issues in visibility that create one-sided and unenjoyable affairs. One map I despise playing on, but is generally not that bad, is Fortified District. I HATE not being able to see the enemies shooting at me (AI, or just MGs spraying into the fog) as well as granting too much cover to vehicles or weapon emplacements. I would either:

  • massively increase how much the fog restricts view, with clear indicators for when the fog will fade and arrive

  • massively decrease how much the fog restrics view, with clear indicators for when the fog will fade and arrive

  • or, just delete the fog entirely if it cannot be adjusted well enough to give satisfying gameplay

4 Likes

Hi guys, I would like to point out a couple of things first.

Yesterday was already quite late for me and I was already without the strength to react.

I rarely reply on the English forum, simply because I don’t have enough time for everything. But I try to read you regularly, including the feedback that CMs provide us. And the last big changes in the maps and related AI movement were made on the basis of collective feedback from players.

I would like to separately mention the helpers, alpha testers and CMs, who greatly help us mapmakers in creating comfort and improvements for you players.

I will spend another couple of days collecting your feedback for analysis. Then I will study everything in detail, make my analytical plan, on the expected and most expected changes in the game. And we will present the most feasible changes for problematic parts to the management. Because we also already have an agreed work plan, and also the changes that we ourselves want to make. Therefore, a huge request, do not expect that we will implement everything right away tomorrow, no matter how much I would like it.

But those who have communicated with me before in topics mostly on the ru-forum know that I am still trying to change the situation for the better. And I really read and listen to you, I hope the volume of changes in the latest patches shows this. But I will still need time to analyze and outline a work plan for us - map makers and designers.

By the way, a small addition, we are currently working on fixing the problem with AI, which shoots through bushes and grass, this was very noticeable in the last update of Seelow Heights. And we are currently fixing this situation.

29 Likes

I think it may be useful to focus on a specific campaign or set of maps at a time
This topic is very broad, and man I do want to talk about every single map. But it will be hard to cover such a large number of maps without focusing mainly on the things that need to be improved, it will be difficult to cover things that maps do well and should be replicated in other maps.

Maybe week by week, a new thread can be created with a focus on specific map or campaign, making it easier to gather focused feedback as well as gaining a larger spectrum of opinions on the same maps.

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I’m sorry that I won’t be able to be as clear and thurough as the guys providing the very fine and detailed images, so I’ll just have to explain my concern as best as I can:

There needs to be something done about the moving red spawn protection circle that kills guerrilla being inside them. Because a lot of the time tanks are parked there in the greyzone, inside the red circles, shooting directly into the objective. I don’t think this should be possible. Please consider adding cover to such places to block line of sight or line of fire to the point.

Maps where I’ve noticed this are Guadalcanal Coast West (where tanks can bark on the hill, on top of infantry spawn areas), and that one Airfield map for Germany-US (direct line of fire on a point, with friendly infantry spawning right on top of them). There are likely more that I’m not thinking of right now, if other people would like to chime in.

The cover also can’t be just some rocks or bushes or whatever, tanks can be very tall, and therefor able to shoot over them. I’d recomend raising hills or adding buildings in the way, something you won’t be able to look over.


I hope this was somewhat clear.

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Pacific should definitely be the focus along with those nasty bushes that give AI superpowers. Then they can focus on Normandy and other campaigns.

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The indoor office areas of tractor plant are really cool and could make for some very unique cqc gameplay

It would be cool to have more pacific maps. Iwo Jima would be awesome!

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Make bots utilize the windows more for entering building/structure. Most of the time bots get into the building only via main entrance which is bottlenecked and easily get camped.

Example

  • One of the capture point in Rzhev map is a damaged Church. One team has to go to the church at the side that players can enter through windows but bots will not and only use the side entrances, while the opposite team has a clear way enter to the Church.
  • Tunisia maps which one team has to enter the building from its back side (no doors, player can get into via windows but bot will enter via doors which are on the opponent side), the opposite team can enter to the building from its front side (has doors, bots doesn’t need to get around to enter the building).
  • Stalingrad map, Univermag and Moscow Manor, Assault mode. One team enter the building from a side that has plenty of large windows but bots will use only the side entrances, the other side has one door and a destroyed wall that the opposite team can directly entered from spawn point.
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or tarawa, perhaps more burma scenarios or even manchuria areas

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Instead of Capturing a Circles as Objective why Not change it into Capturing A Part of a City or Town or Village and Divide it into different Objectives.

Instead of Objective A, B, C, it will be A1, A2, A3, B1, B2, B3 and more

Also Instead of Defenders having unlimited reinforcements, the defenders should have twice or three times the ticket than the attackers like 3000 Defenders VS 1000 Attackers.

Every Objectives the Attackers Captured is a Penalty for the defenders

To Fully Capture the Objectives we have to complete a mini games like search and destroy. Like destroying fuel dump, supply cache, securing documents and hidden VIP stash.

If these mini games is completed it should reward the attackers with reinforcements or additional designated spawn and penalize the defenders like deducting their reinforcements or pushing back their designated spawn points to simulate delayed reinforcements

スクリーンショット 2025-05-16 201136

Al Jabal Farm Confrontation is bad.

As shown in the diagram, it is very difficult for the United States to enter the base. The roads highlighted in yellow have no cover and are exposed to tank attacks.

As indicated by the red arrow, even if we try to attack, we are blocked by walls.

On the other hand, Germany can easily access the base as indicated by the blue arrow.

3 Likes

Hello Guys, I will be doing a series of all High BR Battlefronts Map Change Suggestions/Point Issues.
I will be using Screenshots with drawings on them to highlight certain issues.

This will be the following Legend for the drawings:
Green - Destructible Objects
Red - Indestructible Objects
Yellow - Point of Interest
Blue - Infantry Spawn
Orange - Objective

To start off the first in the series. We have Berlin.


As you can see, the outside of the train station has no hard cover for infantry to get to the point. In most games, after a few minutes, all “Cover” is gone, making infantry unable to advance from the outside. The objects marked in green should be replaced with a bunch of indestructible objects. This is only 1 picture of the outside area near the train station, there are more with similar issues.

https://enlisted.net/en/replays/#!/replay/463885682336960689
^Proof about how terrible the condition is inside the station and how much we abuse it.


Again, same issue, there are so many destructible objects instead of indestructible objects for anyone to navigate around such an open area that is usually heavily controlled by tanks or now with Jets/planes with 500kg Bombs/6 250kg bombs. The Train Carts are not positioned in a way for people to take cover, and the windows in the train carts are head height, which still allows for enemies to kill you.


This Objective has 2 alternatives, but both have the same issue, the general lack of cover for players coming on the right side.
My suggestion is that if the flank was widened on the left highlighted in the big yellow circle. It will be an alternative then just trying to cross the street which you can get shot from the people in the buildings or crossfired from the people on the objective/riverside.
You can also position cover for this area to be facing all sorts of directions to prevent straight sightlines for enemies to kill your AI lined up.


The bridge to Konigplatz is very infamous for tanks immediately getting a 20-30 infantry kill on spawn because the Tank Spawns are in direct view over the Objective, which is a very big issue. I suggest having the Tank Spawns for this objective be moved further back away from an immediate sightline to the point. Tanks, yes, should be able to hold points, but they should be required to drive in order to be rewarded with a good position.
The Spree River Bank is only littered with Destructible Objects; again, no indestructible Objects to serve as cover. Usually, crossing the river using the Pontoons is a suicide mission as it is just too open, and AI struggle to path and follow you on the pontoons.
I suggest that pontoons can be placed under the bridge as well, which can allow players to capture. This forces tanks with no sightline under the bridge to drive perpendicular to the bridge head to kill infantry under the bridge. It also helps as an alternative to people camping in the buildings with a full sightline of the objective.


The right side of the Objective (River Bank) is just open ground for attackers to die over and over
The Attacker should get an additional optional spawn further left, which can allow attackers to have the option to flank.

The trench highlighted left of the building is too shallow for actual protection against enemies. I would like to suggest that we can change the trenches to be similar to the deeper ones in Moscow or Hurtgen Forest. Especially because there is nothing to protect you on the left side of the map.

I would also like to suggest adding a form of connection between the buildings, which is highlighted in yellow. These 2 buildings are currently a key point to capture the objective because they have an overview of the entire objective. As of now, there is no way to get your AI from one side of the building to the other. Maybe a hole in the wall between the 2 buildings can serve as a connection. Allowing AI to follow you to contest the building.


From the right side of the konigplatz to the Opera House, there are only 2 indestructible objects to serve as cover. With infantry holding the straight-lined building near B, as well as their marked-out infantry spawn. It is impossible to take Objective B. I suggest that either more indestructible cover is included on the right side, otherwise, extending the greyzone into the highlighted yellow house in order to reward the push of attacker to repel the defenders all the way to the opera house. This will also allow them to flank around to Objective A and take the buildings near it, which will allow the capture. I know it will cause issues as the next point in the opera house, Objective C, but I can’t really think of any other solutions.
There also needs to be more Indestructible Cover on Objective A so that tanks and planes/jets don’t have an easy time just spamming HE into A.


The start of Opera House is just a wave shooter. If any enemy are holding the areas highlighted in Yellow. The whole frontal push from enemies are just going to get mowed down due to the complete lack of any cover. There is no right flank for you to push so, if the enemies fortify down and defend the left and hold the highlighted areas in Yellow on the right, there is no way for you to get anywhere across the street. The only strategy to capturing this point is by sending an APC at the start of the match to the far right of the objective on the street to clear behind and flank the enemy. But 1 good counterattack by the defenders and it is over. The left needs to be looked into more for covers and not just being full straight sightlines which allows defenders to just spam bullets into.


The Objective Construction Site was very well updated with lots of indestructible cover. I commend that. But the tank spawn highlighted in Yellow (A) just has too much of an easy straight view into the objective as well as behind it. I suggest that moving the tank spawn to Yellow (C) would definitely reduce the power that tanks have to immediately counter a push from the enemy whilst staying in the greyzone.

When contesting this objective from the Konigplatz, there is a lack of area to build rallies behind the spawn. I suggest that the water area highlighted in Yellow (D) is shallower, in order to allow rallies to be built there, as well as some cover from getting shot across the river.
Otherwise, I would like to suggest having an additional spawn near highlighted Yellow (B). This would open up the battlefront farther to the right, which most players do not contest due to the lack of spawns there. This would also make up for the lack of having a battle area/flank at the bottom of the objective.


Moat East has quite a few hard cover. I can accept the fact that Moat East will always be an open objective however, steps can be taken to reduce the hard HE Spam. The current tank spawn highlighted Yellow (A) can be instead moved over to highlighted Yellow (C), which forces tank drivers to drive around before having a view of the objective, unlike the normal spawn, which only requires you to just drive forward. The same can be done for the Tank Spawn highlighted Yellow (B) can be instead moved to highlighted Yellow (D) just near the Opera House so that there is a distance between the tank spawn and the Objective, there is a berm tall enough on the highlighted Yellow trench which prevents shooting into the objective directly.

I would also like to suggest that the highlighted Yellow Trench be deeper so that infantry can actually hide and not die the moment they spawn on a rally in the trench, let alone navigate it.


Trenches highlighted Yellow for this objective again have the same issue: they are not deep enough to protect your infantry from all the flying shrapnel.
The lack of any cover on the left of the objective just makes the area unplayable. This objective really just lacks cover.


This point is super Reichstag-facing sided. Anyone controlling the buildings near the Reichstag keeps control of the point. By making the trenches highlighted in Yellow near the moat deeper, it will make building rallies closer to the point possible, and not be deathtraps. There just needs to be more indestructible cover for this point, it is way too open.
Tanks from the Reichstag spawn can also just speed down the street and shoot an HE shell into the spawn at the start of the match, killing the majority of the defenders on the point.


The American Ambassay generally would not have an issue, if it wasn’t for AI pathing and AI not knowing how to climb into windows on the Objective Building. The right side of this building is just open ground with no form of cover apart from the broken house near it. This makes flanking from the right side nearly impossible. The left side of the objective is acceptable.

One issue I have with the tank spawn highlighted Yellow (A) is that it is open to be spawncamped by tanks on highlighted Yellow (B). This can be fixed by just having a roof on the broken building on the right of the objective, highlighted in Red


The key building to hold for this objective is the building left of the point, which most of the time will be heavily defended by the defenders. Taking that building is going to be very tough due to the lack of entrances or AI not being able to climb windows. The trench highlighted in Yellow should be deeper because the area highlighted in Yellow (A) has an elevated view into the trench, making them able to see the whole upper torso of soldiers inside the trench, and sometimes even rallies built inside.
This objective tank spawn also suffers the same issue as the one mentioned above.


This objective would be better if the defender tank spawn highlighted in Yellow (A) was instead moved to highlighted Yellow (C). This would mean that defender tankers have to drive up the berms in order to get a good view over the point. Currently, the tank spawn on A can also barely view into tank spawn B and spawn kill enemy tanks as well as drive very little before having very good view into the whole objective. I suggest that tank spawn highlighted in Yellow (B) be moved into the highlighted Yellow (D) area. This would prevent getting spawn camped by tanks on (A) and also means that tanks have to take longer to drive up to the objective before they start shelling the point.


The whole area before the Ministry Garden is just a hellish nightmare for players to survive. The attackers have basically no cover apart from terribly short trenches. To make it even worse, the defender spawns on elevated areas, which allow them to overlook the trenches highlighted in Yellow (A). The defenders can very easily hold Object A because they can build rallies in the area highlighted Yellow (B), the area highlighted is a crate,r which means attackers don’t have a view into it, and defenders can poke their heads to shoot at you.
Defender tank spawn is also very close to an excellent spot that has an elevated overview of objectives A and B. I propose that the initial tank spawn highlighted Yellow (C) be moved to the area highlighted Yellow (D). This forces tankers to drive more to get into a rewarding spot. Also means that tanks have to drive longer, should they need to resupply.
Same solution as before as well. I propose to make the trenches deeper in this map to protect attackers and force defenders out of their already really good positions in order to clear rallies in trenches.


When fighting for the Objective in the garage highlighted in Orange (A), attackers should be given more play area so that they can push out the defenders completely from the underground garage.
I propose moving the defender’s spawn for the garage to Highlighted Yellow (D) and (E) and expanding the play area to the Box highlighted Yellow (F).
The Tank Spawn for the Objective highlighted in Orange(A) is also very messed up. The defender tank has a spot highlighted in Yellow (G) that has full view into the enemy tank spawn highlighted in Yellow(H), allowing for spawn camping of tanks. I know this is possible because I abuse this very often.

When fighting for Objective Ministry Garden highlighted in Orange (B), tanks spawn in the area highlighted in Yellow(A), this immediately gives view as the defender to shell the whole entire point, shutting down attackers and having the safety of the greyzone, forcing the attacker to kill the tank with a plane.
I propose either moving the tank spawn to the area highlighted in Yellow (B) or (C) which forces the enemy tanker to drive more to get a view of the point.
I also propose the trenches near the point highlighted in Yellow also be deepened. All theses trenches in Berlin are really terrible because they are supposed to be the only cover in the area, but instead they are actually mostly just a trap.

When fighting for the objective Hitler’s Bunker highlighted in Orange(C) or the alternative objective highlighted in Orange(D), the greyzone for attackers is atrocious, the building next to it highlighted in Orange (E) is considered as greyzone for attackers, this restriction allows for defenders to comfortably build a rally 50 meters away from the Objective without fear of it dying. They also have many areas/windows for them to peek out and kill any bots that are out in the open because these objectives lack any cover nearby, or even on it.

The tank spawn for objective highlighted in Orange(D) which is highlighted in Yellow(A) has immediately view into both behind and the point itself, it even has view of the trench making is useless. I propose moving the tank spawn to the area highlighted in Yellow(C).

General Comment:
There are way too many destructible objects in this game, which do not even classify as cover. Cover can only be defined as the indestructible objects, but even when they are placed, they should be placed with consideration of stopping crossfire, or firing into the objective from the outside.

32 Likes