I find that often the caps are too small or placed locations that are indefensible. By too small i mean that they normally orient around a single feature, theirs so many good locations to fight over that don’t get used, additionally sometimes natural defensive points such as trenches, shell holes etc. are left out. The natural defenses if they end up being used don’t help defend the cap. The small size of the caps mean there is very little fighting over it, arty and air can also devastate defenders if the cap is in the open. The small size of the caps also means that the defenders are concentrated which makes them easy to flank, so the player has to choose between holding the flank or the cap. When it comes to caps being indefensible, this only refers to some btw but its basically caps which offer the defenders (even with spawns ) no easy way to counter attack the point i.e its basically open ground. My suggestion to these issues is less caps per map but each cap is larger, so the fight is over part larger parts of a map (not super huge) I think this will mean the attackers have to firmly push the defenders out; Plus there are lots of nice parts of a maps i want to fight over. I am enjoying the game and i appreciate and understand that a lot of work goes into it (especially man hours).
5 Likes
I mean, I agree and disagree.
Some of the larger cap areas are much harder to clear because of the sheer size of them, but i do agree some of the older ones need resizing to reduce the effect of artillery.
5 Likes
Yea all it takes is a fat tanker firing He all day into one spot and then the artillery makes the ai go haywire. They should expand capture areas so that these fat tankers actually have to move off the beachhead for once.