[R-DEV]fuzzhead wrote:If we kept outpost/riverfort as capturable, that is exactly what the PLA would do, just tard rush those flags.
Tard rush? In 0.6 you'd be a tard NOT to rush Outpost. My successful squad strategy that I always used in 0.6 was to spawn at the west-most side of Fortress, run down the steep hillside, (and have any special kit guys spawn too), and have the rest of my guys jump-spawn on me once I'm over the wall and safely going down the steep hill. Then we'd rush as FAST as possible to set an RP in the forest near Outpost (well as far from outpost as we could while still being in the forest).
Then we'd either stop the brits from capping Outpost, or we'd recap it if they capped it (before they get to river fort). Then I'd run all around, being a mobile spawn point, and when the enemy finally killed my RP people would spawn on me and we'd set another one at an opposite location, and then we'd just keep being a thorn in the brit's side until they cap River Fort, which is hopefully never as long as we can keep greying (or capping) outpost every time the brits move out to cap river fort. Nothing tard about that, in fact it's genius and the best possible thing you can do. (Having said that, I got bored of the gameplay on this map because of how it was like that.)
Now it would be retarded if the *whole team* went there, because in fact when my squad is doing this rushing tactic we are depending on the rest of the team to defend river fort, which they would - although they'd usually be pretty slow to getting their asses over there - because if there's one thing you can depend on, it's pubbies being slow off the start.
*Now* in 0.61, it wouldn't make sense to rush outpost anymore, and I'd call *that* a tard rush because it would be a waste of guys, because honestly they couldn't slow down the brits enough, the chances are just sooo poor that they could slow them down.