But with that many tanks, how can you prevent a rush? Most people will have defusal, and if they bunch up, they deserve to lose
Sticky nade, RPG, mortar, turrets, stun sticky and squad arty. Maybe more boxes blocking tanks at the first flag. But I don't remember any situation where NF had big problems with APCs or medium tanks or heavy tanks. Area round most of the flags is so small that you can only put 2 tanks there. NF should get access to the top of last flag again. (the other side of the destroyable wall)
If this would happen, maybe the penultimate flag should have only one vehicle access area, i.e the bridges.
No, when I say NF I mean NF (like Northern Faction you know?). In 2.0 or later there was a wall added that blocks access to the top level near the wall but from the other side (not the spawn).
I don't know if there are any entities that would make this possible, but making the money come in waves instead of a flow would work a lot better. Every so often give BE 2000 res, that way it cannot be continually wasted on jeeps.
That would mean that if they were already winning they would gain momentum and just rush through the level with lots of tanks. It would make losing a flag even more catastrophic and make it very hard for nf to survive long.
Anyway to fix this problem solo? It seems some thoughtful gren placed a bunch of mines on top of the wood wall and they stuck there
I don't think that this is something a mapper can fix. Looks to me more like a coding issue with mines, since it works like that on all maps that have buildable gates (ruins on Duststorm for example).
It works on absolutely anything that can be removed from under the mine. Place a mine on something non moving (as in directional, turrets rotating don't affect this) that can be removed after. Give it a few seconds to 'stick' (no idea what else to call it. It doesn't really stick, it just gets frozen at its coordinates). Remove whatever is under the mine (vehicles, buildings, brush-work buildables, etc). It will float there.
Krenzo can fix that, he just has to implement a check in the mines to make them move again if the object they are on is gone.
You know I thought that was just the Source engine because I remember you can do something similar in Half-Life 2 : DM with the S.L.A.M. mines (Like placing it on movable barrels).
Actually Beerdude, it never worked on any of our APCs. I'm not sure if that's because they all had defusal or what. I had to build a turret and jump up into them to set them off. Solo, could you maybe change the wall to have a pointy top?
3rd flag is still a bit hard. It would be good if the bridge was destroyable like how it is at the last flag. Also a little more cover for BE would be good. I often see a single NF MG-gunner dominating the whole BE team.
3rd flag is fine. If you remove artillery and move the spawn back it will be a bit easier for BE. NF atm can only farm turrets there because spawn is so far away from the flag.