IMHO, in some maps, there are area / points in which an attack / assault cannot progress past, even when you don't have people standing around trying to pick stuff up.
With 25 on each side, you get to the point where the concentration and depth of defenders means that the chances of getting past are pretty slim. Then factor in the time it takes to get re-spawned people back to the battle, and you have no chance.
There is a very good reason why you want at least a 3:1 advantage when attacking.
Options of course are to
I prefer option 2, because it's scalable. And could probably be added to the map editor / SDK as a new choice.
But I also see option 3 being used.
With 25 on each side, you get to the point where the concentration and depth of defenders means that the chances of getting past are pretty slim. Then factor in the time it takes to get re-spawned people back to the battle, and you have no chance.
There is a very good reason why you want at least a 3:1 advantage when attacking.
Options of course are to
- Have uneven teams
- Increase delays between spawning depending on current numbers of players (defenders only ?????)
- Change the maps to elimate these areas (EDIT: to have 32 player and 50+ player versions)
I prefer option 2, because it's scalable. And could probably be added to the map editor / SDK as a new choice.
But I also see option 3 being used.
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