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Докладване на проблем с превода
+Pretty map! Somewhat peaceful to play in the river.
+Everyone on the map enjoyed the scripted rain that comes in the middle of the match. Would it also be possible to add a fog effect in the middle or close to end?
+Transport pilots trying to land their guys will have some interesting adventures with the long ranges at hand.
The out-of-map zones can hurt attackers trying to flank, leaving them trapped. I'm specifically thinking of instances south of the area between A+B, as well as South of B. Expanding them gives attackers something of a chance.
-Given the importance of smokes for the current map variant, it's strange that attackers lack any ammo points between their current spawns and the points. Ammo boxes behind cover could serve as "checkpoints" for the attackers to reach and rearm.
-More on-map radios would be ideal when radiomen are gone/suck
-Would it be possible to have underground passages/ trench networks between the attackers and defenders? They'd be able to provide necessary movement routes that don't getting sniped in all directions. In addition, they could serve as close quarters, chokepoints and provide a much needed break from the long-ranged sniperfests ( This was implemented with some success in DMZ + Hue)
- Move up the attack spawns a bit. They're unreasonably far and don't move up much after a capture.
- Map needs a LOT more hard cover. More tree stumps and craters and other debris would be nice.
- Add more sloped valleys to provide cover to move up and around. The defenders have insane sight ranges on the attackers. Refer to Hill 937 sight lines.
- The west flank hardly has any cover to move up. Defender sight lines are long here compared to the east flank.
- Consider increasing the strategic importance of C over B. C is a summit that oversees the other objective. Consider moving one attacker spawn forward a bit and a defender one back a bit to reward its capture. This crucial high ground provides suppression of the lower hill in B. You may even consider having a shorter cap time for B and a slightly longer one for C too.
- Increase the time of the map by 3-5 more minutes.