General > Discussion

Map sizes?

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AntJam:
I think shipit thought that was an in-game screenshot. Just shows how much difference 2.5 changes made to the overall look compared to 2.4
   Actually I dont mind the occasional difficult start. The AI is pretty unsophisticated still and giving them a helping hand now and then is alright. The smoke grenade is there for exactly this problem bridging the gaps between cover and of course landing a drop ship in a hot LZ should always be a risky endeavour.
    If I was defending I'd be zero'd in on the exit ramps and waiting to pick off the attackers as they emerge.
So although those maps with a cover free murder fest can be annoyingly difficult I wouldnt want them all removed or 'fixed'.

GPS51:
I agree, it provides some spice to the missions. I do think that smoke needs to be less OP because I've yet to see a "pop smoke and wait for zergs" strategy to not work yet.

Wolls:
Are smoke bombs OP'd? Or are they the only option?

Either way, it's not good and still, I have yet to meet the Shevaar who didn't insist on kicking down ma smoke wall; much to my discomfort.

Should the incendiary nades also throw up some lesser kind ( then the pure smoke grenade) of line-of-sight / field-of-view smoke??

Edit:

 Is it possible to put out a 3 area cloud on the outside end ( the direction lobbed at) radius of a grenade lob?  That is to say looking at any, grenade that explodes is no good for any of us. 

  And while we are damaging the opponent we can also attacking and disrupting their line-of-sight, setting up secondary moves: or in the case of a ill timed nade, obstruct our own field-of-view.. ahh I guess more suited to muiltiplay

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