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- Added ARVN
- Tweaked respawn times to help the PAVN
- Increased cool down times for commander abilities to prevent spam
Ad 2. I didn't mean the map size but the relevant area of playing. You have to go on top of the hill to capture the only point on the map. And then arty strikes and nukes a whole team or gets the defenders the time to win the match by points. That's why I asked my 1st question. If there were three flags, both commanders had to think where their abilities could be used best.
Ad 3. Overall, tunnels could be a nice gamechanger, but may be unbalanced. At least some old bunkers as cover were super-nice.
Ad 4. Smokes are ok if there was one or two chokepoints or bunkers to blind them. On the open field it's just a way to say "Hellooo, we're charging now!" Then the defenders LMGs, grenadiers, RPGs, engineers etc. can sprayfire on hip height downwards the hill and get about 3/4 of all attackers.
Don't get me wrong, I'm not totally disliking the map. After some matches I thought I could leave my 2 cents here. It must have been hard work to make :)
2. That's not true, the map is actually just as wide as the 64 player levels, lots of flanking room, but it does require you to use them, so it's worth learning the map.
3. That's a valid point, there should be some underground areas outside the base for people to hide in to avoid artillery, maybe some old tunnels the enemy dug.
4. There's many routes into the base and you will have to use smoke grenades, but the reason why there's not much cover is because the Americans would clear all surrounding foliage and cover along the perimeter to give them a good field of fire so it's meant to be difficult. Smoke grenades are very effective here if you can convince the people who have them to use the grenades.
2. Why is the map so small? A single arty strike can wipe the whole team.
3. Why so few hardcovers? Arty will kill nearly everyone cause of the open area.
4. Why close to no cover at all around the base? Any defenders wipe their ass with the bodies of the attackers because they simply must run into heavy gunfire without cover.
Change List:
- Reduced round timer to 12 minutes to keep players focused and make the game more intense.
- Reduced reinforcement count to match new round time.
- Reduced objective capture time to 23s from 35s to help teams fight back and forth before a final win.
- Reduced target score slightly.
- Adjusted commander ability cool-downs to match new round timer.
- Tweaked respawn timers for both sides(edited)