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imo in Venice in axis 2nd spawn sk area should be bigger a bit but only near main entrance
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Sk in first axis spawn is allowed coz spawn is capturable.
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I understand what you mean Opte but I think this only happens so extremely when the teams are pretty uneven and Allies kinda overpowered. Normally Allies are having a hard time to even get close to the first Axis spawn, because of that rather open and wide yard where Axis can easily kill them.
In my opinion the current sk rules and areas are fine as long as the teams are more or less balanced. Besides it would be very confusing to have some kind of exception to the 'heavy sk is allowed on capturable spawns'-rule. People would begin to argue 'but in Venice it's not allowed either!' or something like that.
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I agree with Axel.
When you have 12 players in your team and 5 are field ops you'll probably lose because there are almost no engineers in the team.
"The rules of survival never change, whether you're in a desert or in an arena"
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18-01-2015, 10:32 PM
(This post was last modified: 18-01-2015, 10:32 PM by Sky.)
blehh no need to limit fdops, i hardly saw more than 2-3 in a team, seems ok to me
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Mayebe a minimum for engineers then? Sometimes 6 or 7 medics and no engineers.
In other ideas... Is it possible to make heavy sk impossible. Like it is impossible tot jump the wall in fueldump. Or at least for mortar and arty?