Novilan Posted February 1, 2017 Share Posted February 1, 2017 (edited) @Ruud033 @Schmitzenbergh Hey guys, on Arctic Stronghold it's possible for (at least) a stank to climb up the hill besides the GDI Base to get on the infantry path and also further out of the map. See the images below: Spoiler It takes some time to get there, because you have to sprint at the right angle, but someone on the marathon server exploited that today. I would appreciate it, if you guys could block this path. Regards, Denuvian Edited February 1, 2017 by Denuvian 3 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted February 1, 2017 Share Posted February 1, 2017 (edited) Thank you @Denuvian At this point I want to re-enact my previous posting about Arctic [WIP topic...] as reported before: behind HoN (and also the other map border in Nods base near strip) is a death trap. Once you go out you die, no matter what you do. Soft Border Glitch. I guess most of the players would like to see crate spawns on this map. If any fractions loses the Refinery (which is very likely) crates would be a good addition (apart from Silo) to farm money / get new units etc. Also losing BAR to a nuke / doza rush or HoN to a sneaky Hottie during EMPs effect is most likely the end for that fraction (without crates ) Gameplay.... Well I think @Ruud033 & @Schmitzenbergh (obviously) designed the map to be like that but why is the Obelisk the only building GDI can atttack with tanks (without rushing into the base). Of couse, GDI got a powerful Gunner rush spot! But Nod can attack AGT, Ref, WF & also bar (if you know where to go... arty physics 4tw) with artys / other tanks - without rushing into the base. Although this blue Tiberium ravine is beautiful... why is it accessable? (not that it's relevant...) and yeah... the crystals are floating the large crystals have to collisions (as well as the rock on the left side) The whole tib region is a land of milk and honey for stankerz. Even if you don't need stankz to destroy the GDI harvy through the whole match (arty & dedicated healer at Nods tib side can do that easily) stankz can do significant counter attack from the tiberium area. I really wonder why Nod stank rushes always use the other base entrance of GDI (99,9% of the time ). You can get close to the AGT without triggering it. Yes. AGT will detect you behind GDIs tiberium field. But there are certain ways to avoid that so Nod can technically rush the AGT without risking detection. GDIs scan the other entrance permenantely.... Edited February 1, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 2, 2017 Share Posted February 2, 2017 Hey, thanks for the feedback. Turns out that the soft world boundry was actually set the wrong way, it didnt point towards the entrance and thus didnt give you the option to get out. Ive fixed the floating crystals, and you can still get back there in the cave, its pretty but it has a soft world boundry now. Fixed the glitch where you could get out of the map, and made sure you can't get out on some more places where i suspect some people to exploit. The tib field was designed to be like that, I mean, once you camp there with an arty you're also on the GDI doorstep and easy target for gunners/meds/airstrikes. In public games you will get slaughtered easily and in PUG's its best to check for stanks everywhere on this map, thats what i like so much about it. It's a balancing thing between Nod and GDI.. both have their strengths. Regarding equal base-bombarding opportunities, yes Nod can hit almost everything due to arty physics.. but we're not able to en capsule the whole GDI base just to prevent that and not demolish the map. GDI can also hit the HON from a distance.. but hey, once you have the field, you also have the EMP cannon.. disable the ob and storm in, thats what its made for! (map design ), just look at the last episode from lavadragon. Thanks for the feedback. 1 Quote Link to comment Share on other sites More sharing options...
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