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Old 03-25-2008, 12:38 PM   #21
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Quote:
Originally Posted by 101 bassdrive View Post
I like it, the map is about the city and CQC now.
my experience though is that its extremly hard to cap the flag once its been claimed. Ive played it many times and only seen it happen once.
was commander that round setting firebases very close and ordered people to literally flood the city. they died like flies, which resultet in even harsher ticketbleed, but we capped it.
so we capped at about 120 tickets whilst the PLA who had held it where still at bout 270, and won.
maybe tweak around on the ratio of enemies vs. own forces needed to cap?
maybe if a tank spawned for the team that dont capture the city , representing reinforces ?
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Old 03-25-2008, 06:05 PM   #22

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TG runs this without the ticket bleed. It's quite fun.

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Old 03-25-2008, 06:08 PM   #23
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Quote:
Originally Posted by 101 bassdrive View Post
I like it, the map is about the city and CQC now.
my experience though is that its extremly hard to cap the flag once its been claimed. Ive played it many times and only seen it happen once.
was commander that round setting firebases very close and ordered people to literally flood the city. they died like flies, which resultet in even harsher ticketbleed, but we capped it.
so we capped at about 120 tickets whilst the PLA who had held it where still at bout 270, and won.
maybe tweak around on the ratio of enemies vs. own forces needed to cap?
Like I said, the Cap time needs to be immensely long, that way you can actually have a firefight in the city, along with increasing the cap radius.


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Old 03-25-2008, 06:24 PM   #24

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Quote:
Originally Posted by ReaperMAC View Post
Like I said, the Cap time needs to be immensely long, that way you can actually have a firefight in the city, along with increasing the cap radius.
Maybe get rid of the city flag totally

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Old 04-07-2008, 10:50 AM   #25
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T&T have removed it from rotation... just not playing well in its original setup, i.e ticket bleed

Chinese always cap city first, it's very hard to re-cap and getting squads to defend US main is near impossible at present.


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Old 04-07-2008, 01:12 PM   #26

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Quote:
Originally Posted by MadTommy View Post
T&T have removed it from rotation... just not playing well in its original setup, i.e ticket bleed

Chinese always cap city first, it's very hard to re-cap and getting squads to defend US main is near impossible at present.
it works if the USMC aren't stupid enough to attack constantly. get a hold on the top level of the city (quick FB with whole team at construction site) and spam FB, as well as a bunker. then just hold those positions with most of the team (inside flag radius obviously) while one skilled squad moves to take out the enemy firebases/bunkers. one needs to be quick though.

as well, we have upped the tickets for either site significantly on our server so a round where the flag is e.g. recapped by the usmc and then held can
a) happen
and
b) be won by usmc.

i really like the setup but i think that the main bases should be uncappable in order to have the intended (at least i perceive it that way) effect, that the fighting should go on inside the city.
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Old 04-07-2008, 01:35 PM   #27
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I agree, I know what is ment to happen... thats not the issue.

It's what does happen that is the problem.


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Old 05-29-2008, 06:59 PM   #28

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Re: New Sunset City

With equal teams , this map is the most unbalanced map beside Hamgyong (with PLA advantaged on both)

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Old 05-29-2008, 07:06 PM   #29
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Re: New Sunset City

1 flag in a larger area like that is what I would love to see throughout PR maps. You need to fight for control. To me, some of the maps still seem like its get to the little flag zone and take over this tiny little spot of a big city...

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Old 05-29-2008, 07:23 PM   #30

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Re: New Sunset City

I liked it, but it is pretty desperate for the US, i mean i had was in an awesome squad today, was sneaky and sneaked the whole way to the flag, but as soon as it was neutral, the whole PLA team charged down on us

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