I Call Those Rocks a Key Features Map Designs.
It looks like the neighboring roofs are fighting with each other. I admit that such a scene actually exists, but there are too many of them in Wald.
Most buildings have window shutters. I would like to see more buildings with a simpler appearance.
There are many places where fences and walls are necessary, such as small houses located on the outskirts of town.
Finally, there is another point that concerns me in addition to the above. It is the bare ground where the grass has been stripped away. In the photo, the riverbank and the hollowed-out areas are bare. Did the developers intentionally or deliberately do this? Of course, there are places where bare ground looks more natural. But what about the riverbank?
WTH…how…
lmao, Im actually starstruck, actually incredible.
Seems Im not the only one either haha.
Perhaps in the hot summer, the soil and rocks on the mountain have melted.
This happened in the event battle of Ussr VS Jap.
2 times now on the Wilhelmstrasse (invasion) mode defending as germans my bots have been stuck in this group of desks or rubble… you can destroy it and they are free but this is a recurring problem.
@SnowieW
In the map of department stores in Stalingrad, as shown in the picture.
Here, the robots will voluntarily want to pass through the corner and go to the other world.
Pressing the X key at other positions has no effect.
When you are 50 meters away from them, they refuse to cancel the current status and change to follow.
They still like to be there, moving towards the corner.
Of course, on this map, there are many other locations where similar situations can occur.
These positions will all make the robot stay somewhere and refuse to follow the player.
Regular matching battles
I recently found this one again lol
Forwarded this, thanks
A great help would be changing to colour of spawn points on the map …sometimes the white symbols can’t be seen easily and you miss a better rally pont…maybe bright yollow or green?
Same for numbering fror distances for mortars, paratroopers and pilots…white gets hidden.
Your OwWN rally point should be a unique colour so you know if it still active and so you don’t use your own when trying to hit daily targets
I think there are two factors contributing to the inefficiency of the AI teammates at present. One is that the current setting for movement in water is still not realistic enough. Even when moving inside the water, it feels like walking at a slow pace. In fact, in such shallow water, there is not much of a slowdown when wading. Especially when motorcycles pass through this area, they will immediately come to a stop. The eddies have set the resistance of the water too high. Things like infantry and light motorcycles are still too slow in the past. To explain further, the AI’s movement routes rarely use running. Once wading, they won’t immediately leave but will only be in a situation of walking.
Ah, this place really needs to be changed. It’s clearly two points, but the respawn location for the vehicles was placed on one side, and it’s particularly remote. If you want to get closer, you have to take the bridge. On both sides, it’s either trenches or rocks that you can’t climb over. Whether it’s a two-point attack or a demolition mode, the defenders only need to set anti-tank roadblocks or anti-tank mines on the bridge. This will easily stop the attack of the vehicles. Not to mention in the top-level room with stronger anti-tank capabilities. In this case, the vehicles can only be respawned here completely. It’s just a separate infantry unit. It doesn’t help the battle situation at all. The opposing side can even be relieved that one person is missing from the 10-person team. Not to mention that the guerrillas can sneak past and secretly place TNT.