USF Base, why not rotate them in some maps?
Posts: 194
In some maps, different base location changes the condition, in those maps which US spawn in south, like Langres south or semois southwest, Rifleman need to go a long way to get their weapons compared to when their base is in north or northwest when they retreat back to base. In Pro game, those few seconds really counts.
It's no major differences and I'm fully aware of that, but I hope this could be altered so that weapon cache always faces the exit of base region. No big work but really balance the map. Thx.
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Yeah, definitely is the kind of thing the map maker should have thought about. Weapons racks in the back of the base are annoying as hell.
It's not the map maker, it's the way the game is coded. The map maker cannot change the orientation of the starting building.
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Everything has to go around it since its so big; its size and layout is more annoying than anything else.
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Posts: 123
Also, some of the MGs face in useless directions.
I think the map maker needs to be able to rotate the entire base or set parameters for its direction.
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Oh, and just to add to the clusterfrakking, did you know that if you drop an AT gun in your base, you won't be able to get it out?
It really is an unfair base design, because rifles have nowhere to go if a vehicle raids the base.. All other factions you can play ring around the rosie until you get AT in position.
What nice touches. Honestly this is one of the reasons I don't like playing US much, the little annoyances of this faction really infuriate me.
Posts: 123
I honestly don't know why the US base is such a clusterfuck. Why is it necessary for it to work the way it does? Why are those walls there? Why can't it just be simple and easy to navigate? Why all the opportunities for pathfinding to fuck up, for retreating units to end up far from ambulances, for weapon pickups to be inconvenient, and so on? Like other people have noted, it looks nice, but who gives a shit?
Exactly. the pathing issues are reason enough.
Posts: 322
- 8 points for OKW base ( Each building got a direct support to the owner: repair, heal, self defense )
- 6 points for both Ostheer and Russian ( They are all the same and don't really have any impact on the field expect for fast reinforcing maybe ? )
- 1 point for USF base: Not sure who came up with this base ideal.
Reason:
- Nobody need green cover at the base and inside it it's very hard to move around.
- Sometimes when retreat your man will stay outside but sometimes they will run inside ?
- Sometimes the Weapon rack will face behind the map so even after retreat to base, you have to move all the way around the base just to grab some guns.
- On the new village map in 1vs1, depend from the point you retreat your man will run to 2 points and you will have to always moving the medic halftrack if you attack your enemy from both side.
Seriously man this is the worst base design ever. Whoever come up with it should quit.
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Posts: 1970 | Subs: 5
I mean why is the M1919 rack even there? Only one of six commanders can even use it.
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Posts: 187
Though it seems like a small thing, I wonder what effect this would have on balance as keeping track of retreated squads and managing their reinforcement, healing, and upgrades is not exactly a trivial task.
Posts: 132
As for the US base, the weapon racks should be placed as close to the entrance of your base as possible so that you don't lose precious time walking around your base to pick up weapons.
There also seems to be some weirdness with the US base reinforcement range. I've noticed instances where a squad would retreat back to the HQ where the reinforce button is clickable, but you're too far from the actual reinforce range causing you to queue reinforcement but models to not actually fill up. You think you're reinforcing but they're just sitting there idly until the next time you check and you have to manually walk them closer to the center of the base.
Anyone else notice this?
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