I don't have a screenshot of it, but my other favourite tactic in sudden death (on an open map) is to spend at least 4000 resources on VFs, if not more. Then I spam them everywhere facing off the edge of the map and either hide in one with radar stealth, or don't even bother hiding in one at all and just park at the other side of the map on my own. I can't even begin to try and work out how many times this has worked.
Lots of MLs, thousands of MLs, just to watch all of them fire off in succession, like a fire-by-file linebattle tactic is going on. MLs everywhere, never enough MLs. Please more MLs. I remember when Deadpool hosted a pug on slaughtered and it lasted 2 hours as well. Wanted to stab my face with styrofoam cups after that.
You can't take an hour and a half on trench warfare in Empires yet you crawl on your bellies for hours on end in DayZ:p
I was the right front arty in that vid, I sat there for 50 minutes looking only at the sky and the minimap and dominated the scoreboard that round. I hadn't even seen a single enemy that game, but killed everyone and everything trice. We should play more competitive games on chokepoint maps! ove:
One of the best games I've ever played was a 4-hour match on slaughtered. It was a complete war zone. There was a constant tug-of-war tank battle at S-bend. One team would rush, get pushed back, retreat, and push forward again. Artillery and mortar shells were falling everywhere, and we had dedicated players to repair the base damage and keep the VFs and refs up. The bridge was an impenetrable fortress on both sides, I'm pretty sure the other commander and I had spent our entire wall quota on barricading that area. In the end, our team won, which I think was due to attrition. We had better artillery drivers and kept the enemy refs down longer than ours. Our tank push at S-bend gained momentum and we pushed up to NF's 3rd ref. Even at that point, they never gave up, and it still took a good 30 minutes or so to finally finish them off. But yeah, I love chokepoint maps. Having a dedicated front line with dozens of players battling it out is one of my favourite experiences in Empires.
Chokepoint maps are fantastic in pub games. They allow you to get teamwork that you probably wouldn't manage to get in a more open map, because just how much simpler things are. When they're playing alongside eachother and they can keep track of what's actually going on, the regular pub players tend to get a lot more "into" it. It's the teamwork that makes the round great, and it's one of the few situations you really get your full team cooperating in a pub server. But with vets that's usually not a problem, or it shouldn't be. When you know you can get just as good teamwork on a nice open map with room for some advanced tactics, it kind of takes the shine off that grind, becaus eyou know you could be doing better things.
oh ya that, I tried to compile the new CV model to test out camo textures, there were some....uh....complications.