Nihil wrote:
Fat_Swinub wrote:
Snake wrote:
PLA having at least 10 people spawning as AT at the temple and thats game over. 6 kills per boat...thats a lot of rape. Those APC's wont make any difference.
This is going to be Wake #2. Temple needs to be neutral at the start. End of.
I thought playing a lot of Iron Gator would make you see just how wrong that is. APCs will make all the difference clearing AT and it looks like the draw distance will allow sniping from the uncap up to the closest PLA flag.
Ah, but the only realistic way to get onto the Gator against a SEAL team that is even slightly competent is with the transport chopper. APCs are sitting ducks when in water - they move painfully slow, have no cover and cannot be repaired.
Exactly. Getting onto the Gator with an APC or a RIB is a 1/10000 chance, which really only works when the HIND has the top deck completely dominated. Even then, they have to get into the boat bay...which is not going to happen.
APC's in the water are just sitting ducks and are far too slow in water to evade missiles.
Nihil wrote:
Fat_Swinub wrote:
too much vehicles for inf map...
Look at all the chokepoints though. Mines everywhere all over those bridges and shallow points, meaning the tanks will often be unable to proceed (much like Great Wall) and see above regarding the APCs if they try to swim.
In any case, the map will presumably be played IO, although with only RIBs to reach the shore it might be a bit like the 64 player size Gator - the stupidest IO map ever.
Spot on. I hadn't even thought of AT-mines, but thats a good point. Mine the beaches to stop APC's (if they get past AT-barrages) and, again, game over.
In its current state, the map is far too linear, and far too easy to defend as, against the US.