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We Don't Need Scouts, The Enemy Is Circling The Battlefeild In A Counter Clockwise Fashion From There Start Position.
Started by zortesh, Dec 07 2014 03:34 AM
24 replies to this topic
#21
Posted 07 December 2014 - 12:41 PM
#22
Posted 07 December 2014 - 01:02 PM
Solo droping the lights are just extra moving guns. As if no one expects one side to camp h10 on alpine,c4 in swamp fog,center of mordor etc. The only way to freak out the enemy is to omg be in a diffrent grid. I mean who uses the whole map? We can have it be just one small square.
#23
Posted 07 December 2014 - 01:07 PM
I played a match today where I took my Firestarter and scouted the tunnel on Forest Colony ... and MY WHOLE TEAM HAD DIED BY THE TIME I GOT BACK FROM THE TUNNEL.
Match time 2 minutes 40 seconds.
Apparently the MatchMaker expected me to carry harder.
Match time 2 minutes 40 seconds.
Apparently the MatchMaker expected me to carry harder.
#24
Posted 07 December 2014 - 02:39 PM
Stefka Kerensky, on 07 December 2014 - 12:38 PM, said:
No.
Another hint about this: drop in mordor and there is always a run for the caldera. The team that wins it stays inside and ALWAYS leaves it if the enemy stands outside waiting. So, why going for the caldera (thinking that it's a strong point) and then leave it after 1 minute for being wrecked by focus fire?
So, the answer is no.
Another hint about this: drop in mordor and there is always a run for the caldera. The team that wins it stays inside and ALWAYS leaves it if the enemy stands outside waiting. So, why going for the caldera (thinking that it's a strong point) and then leave it after 1 minute for being wrecked by focus fire?
So, the answer is no.
Isn't that warfare though? You fight all day to get a hill, only to abandon it the next day because Command thinks a different hill is important now.
#25
Posted 07 December 2014 - 02:56 PM
It is called extremely POOR map design paired with mech hard point locations. The majority of the time, people are placing their main guns in their right arms and using their left sides as shields. Due to this player decision, they always want to be going counter clockwise so they only have to peep out to fire their right arm.
Most of the earlier maps were set up to encourage circling due to their extremely small size.
Most of the earlier maps were set up to encourage circling due to their extremely small size.
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