Re: Mesa deadzone fix [message #405305 is a reply to message #405071] |
Sun, 04 October 2009 13:49 |
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Dover
Messages: 2547 Registered: March 2006 Location: Monterey, California
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General (2 Stars) |
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Spoony wrote on Fri, 02 October 2009 19:08 | AGT shooting the nod harvester really doesn't make much difference. it's only the machinegun and it's only for a couple of seconds each way.
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It's less about it damaging the harv and more about it providing cover to GDI inside the mesa. If it doesn't make much difference, then there should be no problem fixing it.
DarkDemin wrote on Thu, 03 August 2006 19:19 | Remember kids the internet is serious business.
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Re: Mesa deadzone fix [message #405322 is a reply to message #405305] |
Sun, 04 October 2009 16:25 |
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Spoony
Messages: 3915 Registered: January 2006
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General (3 Stars) Tactics & Strategies Moderator |
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I wasn't aware that's what you meant.
It shooting Nod infantry is, I think, a good thing. See my earlier post about harv fights. On maps where the harv fight is a viable part of the early game (city, walls, field, under, mesa, canyon, and possibly hourglass) GDI has the advantage in said harv fight - better base infantry, and often a better deal in terms of position and timing. this is fair because GDI NEEDS the early-game advantage, cos meds are more expensive than lights and art.
if anything, gdi needs the advantage on mesa more than the other maps, because on the other maps nod really needs more than just arties. on mesa, arties and techs is all nod really needs. so gdi needs an advantage in the cave. grenadiers are a waste of time, better with an engi. gdi soldiers are ok but less good than they are on other maps because there's less space. the AGT balances things up, i feel.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
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