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Old 03-30-2015, 07:41 AM   #1
QBob
 
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Palermo too fast cap

I'm not sure that such a fastcap on Palermo is correct. Maybe fix that with small changes in mapdesign such as invisible walls or a roof over first point, or all of it suits?
Yes, my example is empty server, but in full, everything happens in the same way.
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Old 03-30-2015, 08:42 AM   #2
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I think once people learn the map better you'll see less of this. Currently everyone bunches up on the flag, leaving the capture point itself wide open. Sure some defenders should be where the flag is to play front line, but you need people on the point too.

There's various setups you can use. Sentries, HW's, and snipers are all pretty good for doing high damage to airborne targets. Demos can also lay pipe traps on the cap point and det anyone about to cap the flag. Having any combination of these classes near the point can greatly reduce the speed that offense can progress.
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Old 03-30-2015, 08:59 AM   #3
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Sentries and demos just don't have time to respond when you landed right on point. Yes, they'll kill you later, but the point has to be captured and moved the spawn. So sentries and traps can help only on the second point, because it is in the room. And the invisible wall above the fortress wall on the way to the third point is clearly not hurt anyone (except pipejumpers, of course).
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Old 03-30-2015, 09:41 AM   #4
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This is why Snipers are necessary on Palermo. Also good demos and properly aimed SGs. If you aim the SG upward it will definitely stop people from hitting the cap point.

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Old 03-30-2015, 10:48 AM   #5
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Ok, the question is removed. Thread can be deleted.
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Old 03-30-2015, 01:52 PM   #6
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No, we'll leave it here, in case someone has the same question again.
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