Gorge Destruction is imbalanced

Exactly what it says on the tin.

1st point - Defenders spawn 85(!) meters away from the objective, attackers spawn 200 meters away from the objective. There are also no viable flanking routes for attackers, making this map very easy to lock down as a defender from just the 1st point, even without rallies. A rally on the top floor of the tall building 60 meters away from the objective, on the hill will allow defenders to spawn even with enemies on the ground floor, and force them to fight going up on a single flight of stairs. Defenders who control this building effectively control the objective.

2nd point, island - Attackers can set up a rally on the rocky hillface across the river with relatively good concealment, with a perfect view on attackers coming from the bridge. Attackers also forced to either attack across an exposed bridge, or swim 60-100 meters in a river. Defenders can set up on the rocky outcrop on the bank and prevent swimmers from coming through, else, they can set up a rally on a building across the road.

2nd point, building to the east of the island - No complaints so far.

3rd point, island, palace - Defenders can reach the point exceeding the infantry-only rope bridge. Only area with a roof that can provide solid cover for a rally from overhead attacks is literally 40-45 meters away from the palace. Defenders can reach this point and beyond it easily. Alternatively, they can set up a rally 70 meters away on the long building across the road that runs through this section of this map.

3rd point, another building in the desert - Literal uphill battle with only grass and slightly uneven terrain for concealment. Defenders have a building within 40 meters from the objective they can easily use to cover the point.

To summarize…

  • Defender natural spawns are naturally closer than attacker spawns, with the first point literally being half the distance necessary to move up.
  • Defender rally locations are too favorable, with minimal concealment provided to attacker rallies, who need to compromise between additional distance and a roof, or open air closer to the objective.
  • Defenders too much freedom in playable area. With unlimited lives, they can afford to be aggressive without cost, and presently have too much reach.

It’s not Airfield, but it’s basically a glorified assault mode.

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Yeah it’s a really odd game every time I get it. Either attackers camp on one side and dont push or defenders ignore one point entirely. The distances are all different but I do have some fun

3 Likes

Gorge is a very hit or miss as is, but expecting the playerbase to be able to snowball and sit on one point and then move on the other is a bit too much
Nevermind that the AI loves to run into the water and not get out instead of using the perfectly serviceable bridges

Defenders in Invasion, Assault, and Destruction should have tickets just like the attackers as well

Mmmh I don’t know… first point might be difficult only if the attackers are too slow at first and believe camping is a good idea. As for the points on the other sides of the river, I make use of those fast moving premium motorcycles, go all the way up, use the ROPES bridges, cross and place a good RP right on the flanks of the defenders, who for some reason never defend the lil rope bridges. Once that rp is set up, it’s a win.

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I’ve found that Tunisia is even more engineer heavy than the other campaigns. One sneaky engineer can make a 200 meter run over a rope bridge into a 50 meter run on the same side as the point. My guess is thats why they moved engineers to level 9 but in reality all that does is create more one sided games

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Weirdest map I have ever seen…

image

Though I stopped playing Tunis now…

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