Militia main on Fools Road

Post Reply
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Militia main on Fools Road

Post by Navo »

The Militia main is very open, and one can look into it from the road that goes east.
When there is a fight over Fortress, base raping occurs very often. This usually costs militia loads of tickets because APCs start shooting into the main and destroy vehicles, including the militia's heavy assets.

I think that closing down the main better and even putting down a fieldgun could solve this problem.

Thoughts?
IINoddyII
Retired PR Developer
Posts: 2268
Joined: 2008-02-06 03:12

Re: Militia main on Fools Road

Post by IINoddyII »

It's not just this map that this occurs.

My personal thoughts is that if you are pushed back to your perma spawn then your team deserves the rape that follows.

Even if you close up the main base the arguments would arise that the Brits were engaging troops the minute they left the gate...or people shooting from within the main - too hard to admin consistently.
Last edited by IINoddyII on 2012-01-16 06:09, edited 1 time in total.
Reason: gramma
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: Militia main on Fools Road

Post by Scared_420 »

Field gun would not stop 20+ guys from shooting you in main
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Militia main on Fools Road

Post by Navo »

[R-MOD]IINoddyII wrote:It's not just this map that this occurs.

My personal thoughts is that if you are pushed back to your perma spawn then your team deserves the rape that follows.
But even if that would be the idea, it is not fair at the moment. If the the militia pushes the Brits all the way back, they can still safely walk around their main because of the large DoD and the bridge, unlike the militia.
Myru
Posts: 137
Joined: 2009-01-29 12:53

Re: Militia main on Fools Road

Post by Myru »

I believe the problem is to be seen in the Militia Fortress flag, which is just too close to their mainbase. Other maps suffered from the same problem in past versions, like Kokan. The issue was solved by moving the mainbase away from the main objectives (caches or flags) and I have to say, that I like the new main on kokan.

In my opinion fools roads need a similar fix at least regarding area around the militia mainbase, since militia is usually forced to delay the assault of the overpowered british assets, trying to reduce their tickets while not really being able to push them back.
The asymetry of militia having to withstand the british armored vehicles while neither possessing good handheld AT weapons (all unguided) nor vehicles with decent AT capability (with the exception of the TOW Spandrel, but it's more like a mobile AT emplacement due to the huge warmup time after moving) usually leads to a constant rollback towards the militia main in the course of the round since Fortress is the last flag.

Creating a bigger distance between the mainbase and the last flag would really reduce the issue mentioned in the OP but sincethe former is very close to the map's boundaries, changing the position of the last flag seems more realizable.
[R-MOD]IINoddyII wrote: My personal thoughts is that if you are pushed back to your perma spawn then your team deserves the rape that follows.
No team at all deserves to be baseraped, especially if it has to face an opponent who is given better weapons, better recon (UAV) and a huge ammount of vehicles while you are left with only one TOW-Spandrel as the only real longrange at weapon. (AT-guns of militia fortress do not count, since they are so easy to destroy by mortar or area attack)
And if that vehicles is destroyed because it is attacked at it's spawn, then that's a gamechanging move but an unfair one.

But I guess we will rather see BMP-1's being implemented on Fools Road than big changes of the map layout.
Post Reply

Return to “Maps”