Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
IMHO, a small degree of spawn protection would help immensely. If the NVA lost the bottom floor of the Temple, why are they allowed to go outside of the walls at all, especially into the G trench where they can man the DSHKM and hit an ARVN Spawn.
Attackers have a 200m run to the J point assuming the SL dies to one of many frequent back flanks or grenades over the wall. It's just too much for the defenders. The best way I have seen this map won for attackers is to farm the NVA at A and B until you have lockdown pop so you win by tickets on J.
What I suggest is that reduce the overall round time to 35.
Right now, the ARVN has mostly pushed to the last flag after 15-20 minutes round time left.
So if the teams are roughly equal the game turns into a boring run to the top of the temple over and over again for remaining time (~25).
It could be that people don’t know yet how to defend the city points properly but I think a decreased game time + reduced tickets on both teams may help.
Otherwise the map great and I hope they make it official.
Lol lil' easteregg