![]() (I'll be forgiving to minis remember, I think they're underpowered.) As in, if you're on my team and you do this, I WILL try to vote kick you. Let me be perfectly clear: I do not condone this strategy in any way, on either side. Add in a tele and the backing of his whole team, and you have a nest that you can only smash by suicide bombing it, just to have it built right back up. A lot of this map is more claustrophobic than Dustbowl, so there's often no real way to attack the sentry without it targeting you, plus the engineer is guaranteed to be right there to heal the gun or just shoot you. While these nests would have counters in normal maps, they're horrible on 2fort. "Oh, but this is easily countered." Yeah, you're funny. At least twice I've seen an enemy level 3 in my intel room. They'll build their nests in super aggressive spots, like in front of the enemy base (either in a corner or on the bridge roof) or even inside the base. However, some engies expand their horizons too far. Yeah, noobs will build solely in the intel room (or stupidly build on the battlements might as well be down a player), but once you move away from the intel, this map has so many great nest spots. As much as people like Uncle Dane hate ctf for how it's a bad teacher, I personally think 2fort is a great engie map (I'll come back to this). Yet another issue I've talked about before. And no matter how you look at it, that's 2: Aggressive Engineers It's one thing if one team is rolling the other, but this map was just plain built for spawncamping. So yeah, spawncamping is a serious problem on 2fort. Or maybe an engie has the freedom to get into my next point. If you can't break up out of that spawncamp immediately, the other team is guaranteed at least one free cap. Three, the other exit goes across the battlements, where you're likely to get sniped.įourth, oh god fourth, both exits take too long. Two, one exit from there makes you drop blindly down into a spot where the campers might get backup (though it is the best option). One, you have to hope you spawn there instead of where the campers are waiting. What's that? There's a second spawn? Several issues. There's even a small health pack and ammo box for them to use. However, on 2fort, where you have to go right by the main enemy spawn, it won't take long for someone to think of bringing a heavy medic pair to a push, and then park them in front of that door. On normal maps, this mainly happens because of a team imbalance. I posted a blog earlier about how much I hate spawncamping, and this map is why. Let's start with a major map design issue: the area outside the main spawn room.
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