Fools Road
Posted: 2011-09-09 14:40
I want to suggest some minor changes in Fools Road. In my opinion Fools Road is a good but somehow strange map. On one hand it is asymmetrical: Militia has inferior equipment (cant choose between scopes/unscoped weapons), emplacement (spg-9 vs. tow, no hmg) and assets (no tanks). On the other hand the map is symmetrical: Both teams spawn in main and having the same distance to flags.
The map seems not unbalanced, because GB players tend to do two mistakes: a) Wasting their assets and thereby loosing a lot of tickets and b) always using scoped weapons loosing gunfights in the woods.
If a GB team aviods these basic mistakes, Milita does struggle. The Challenger 2 is a strong tank and if played well Milita will have a hard time to destroy it. The GB range superiority limits Milita movement to the woodlands, while GB controls the open space.
However I dont want to suggest to change assets. I want to suggest to give Milita an asymmetrical map advantage to balance the GB equipment advantage. Lets take a look at the map:

This map seems perfect for a scenario: GB just got control of the Brige and established a brigedhead in enemy territory (Dylum Village). Their task is to defend the brige and secure the area (meaning map). Milita has control over the rest of the map, having time to prepare ambushes and fortifications. Their task is to stop GBs advance and to push them on the other side of the river.
All I suggest to give GB a 5min spawn point in Dylum Village and Milita 5min spawn points in Train Depot, Helicopter Base and Hill Estate plus some light vehicles on those points. I think this will give Milita an early advantage in terms of map control. If Milita does play well, GB will be stuck in the Dylum Village bottleneck. However, if Milita fails, GB will capture the flags, rip of Militas tickets and gain the battlefield width to take advantage of their assets.
Im not a modder and only have a basic understanding of control points and spawn points. Forgive me if Im wrong, but afaik those changes should be easy.
The map seems not unbalanced, because GB players tend to do two mistakes: a) Wasting their assets and thereby loosing a lot of tickets and b) always using scoped weapons loosing gunfights in the woods.
If a GB team aviods these basic mistakes, Milita does struggle. The Challenger 2 is a strong tank and if played well Milita will have a hard time to destroy it. The GB range superiority limits Milita movement to the woodlands, while GB controls the open space.
However I dont want to suggest to change assets. I want to suggest to give Milita an asymmetrical map advantage to balance the GB equipment advantage. Lets take a look at the map:

This map seems perfect for a scenario: GB just got control of the Brige and established a brigedhead in enemy territory (Dylum Village). Their task is to defend the brige and secure the area (meaning map). Milita has control over the rest of the map, having time to prepare ambushes and fortifications. Their task is to stop GBs advance and to push them on the other side of the river.
All I suggest to give GB a 5min spawn point in Dylum Village and Milita 5min spawn points in Train Depot, Helicopter Base and Hill Estate plus some light vehicles on those points. I think this will give Milita an early advantage in terms of map control. If Milita does play well, GB will be stuck in the Dylum Village bottleneck. However, if Milita fails, GB will capture the flags, rip of Militas tickets and gain the battlefield width to take advantage of their assets.
Im not a modder and only have a basic understanding of control points and spawn points. Forgive me if Im wrong, but afaik those changes should be easy.