Second flag. I have upper ground. I am going to shoot you. I have upper ground. HIGHER GROUND BE just destoys NF with the higher ground. They can clime all over the bridge and that area under the bridge for NF? Near useless. NF needs something to counter BE and the super bridge they have.
lawl, am i the only one reading lately that got empty's comment about templars with storm? that was great, hehe but yea, last time i played NF-Escort, its brutally hard to take second flag even if NF is stacked, as long as BE is decent, with tanks NF can only really hold the front of the bridge, everything around the flag is w/o tanks and BE still has high ground with the one underneath entrance, maybe a secondary path around to the right? so if BE wants to cover high ground still they have to cross the open area on top of the bridge? which gives NF a chance to repel infantry while pushing a side? i noticed a lack of access for BE to get to the gate control on the first, its a meatgrinder in there w/o turrets, i cant imagine how hard it would be for either side of there was a turret siege and on the third, lots of open space while being slightly shadowed, with thousands of angles in all possible directions, if anyone sets up anymore then one decently placed turret, another meatgrinder is created, if BE is familiar enough to guard the flag fast enough, the ideal thing is to rush from second flag before BE realizes its capped and try to win the game through some cap overlappage, which is always tricky
the tanks holding the front of the bridge during that example i was using was Noobish in his medium with his near perfect std cannon accuracy on infantry, and he was still getting boned in the arse by grens/stickies/arty
What if I give NF another way right or left under the bridge with cover? What if I give NF a plateau like platform, access able for tanks, higher or at same hight as the roof of the bridge? ???
with all those things it would create a lot more options for either side, as ive played NF escort only on the nachos server, id say it works extremely well with the parachute mod, but im not sure what the effects might be with those additions in a full scale game, id have to think on it a bit.
OK, having thought about it, mostly concerning choke points and advantages for both sides, the chokepoints at the bridge are the main entrance for tanks, inside the rock arch place, and the upper ledge on the left, for more infantry related combat, in which both places can turn into a kind of no man's land, which seperates the men from the boys, is technically a good thing, but doesnt exactly inspire any creativeness or cunning, just blunt force warfare i was thinking of perhaps a rightside tunnel then, which opens into the rock inside the rock arch area, proceeds a medium distance out on the right above the water, this platform would need cover on it, of course, but it would be unconnected with any other routes except the endpoint near/around the flag plus a few cover spots on the middle/underneath route would be nice, its kind of open to campers, only cover is to carefully look around corners the path on the right would force BE to cross the bridge crossbeams out in the open and expose themselves a tank platform would be an interesting addition, perhaps if it was on top of the rock arch? with a slightly angled downward view then, leaving a blind spot right in front of the spot, with an accessable infantry staircase coming up from the middle of the chokepoint on the ledge below? being that high up would make it obvious tanks were going for it, and delete the possiblility of them rushing, to gain the advantage of covering any other rushs, with still possible infantry counter ability with the staircase or w/e other access point to keep it interesting. also, making a wall high enough on the new platform to prevent overly accessable infantry access by NF to provide addition cover(i.e. tank cover only platform somehow)<< somehow make turret placement up there difficult if not impossible, HMG camper spots nonexistant perhaps a leftside path too, semi-inaccessable by making its access point another staircase leading down or something from the ledge chokepoint, with cover spots ofc plus, if BE sets up turrets on the pre-second flag ledge, the one right after first, theyre at the best range placement, high above, and can see the first flag and shoot most angles on that first, perhaps enclosing that bunker on the first flag? or providing cover in that little canyon beyond the first?
Just want to say that its not dead, progress is slow cause I have alot to do atm, and dont want to spend my freetime completly on mapping. I redo the second flag at the moment and I made a second way for tanks on the right side. Its at the same level as the bridge roof and the exit is near the flag area but like the second flag on escort theres no return if you drive to the flag. I made a tunnel for BE so they can fall back from the spawn area at the second flag to the last flag. Alot of minor changes that, well, nobody will notice I blocked the line of sight from the top first flag to the BE spawn so nobody can spawncamp there with HE or 50cal. Right now im thinking about releasing the second flag overhaul and redoing last flag in the next release. Basical i want to make 2 roads to the last flag inside the building. The rest will be close quarter room fighting, like on escort in the tunnels at the s-bend flag. The vents will stay and allow NF to "crawl" inside the building. Well we will see.
I allowed heavys only cause people cried and begged me to allow them after I released the first version. Now we have like one million dual bio or salvo heavys... I mean, not that I didnt predict that, but people only believe if they see/play it themself.
It was a lot better when u only got meds, NF meds are cool, heavies are silly. Don't listen to the nublet masses who whine at you.
blah mehkay I totaly redo the last flag atm, it will not be the same anymore. The whole gameplay of the last flag will be different. Well and now ive actually heard from people that they like the last flag... -.- to late oh yes i make it so tanks are more important on second and last flag.
You do realize that would mean server admins would just keep hosting the old versions, because they wouldn't have a latest 'final' version to host, right? You need to take emp_money, rename it as emp_nfescort, release that, THEN cease and desist. That way servers will always host the latest version, which will just so happen to be emp_money, and we'll all be saved.