Hey Tric,
Been queueing quite a few games into this map on 2v2 and it feels like it has potential but some parts of the execution are a bit off.
1. The map is too tight, a lot of the smaller alleys are designed well to give opportunity to flank, but because the map is quite tight often a single mg will cover 3-4 alleys and 3 mgs can cover the map. I think this detracts from the close quarter combat sort of gameplay and just ends up creating a very static game. I think if this map were 1v1 it may be a bit better but as it stands 2v2 its too claustrophobic
2. Alternative functions used to help flank? Maybe some smoke vision walls not sure if that's possible that can put units into grenade range to mgs right from the get go out? Would make sense in a city ruin and also add to the close quarter combat feel.
As it stands the dimensions should prolly be reassessed with mg42 arc in mind for 2v2.
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