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Post by Mjrdilema on Aug 14, 2006 21:02:50 GMT -5
Fault seals is a map we've been playing lately. I've come up with some ideas i'd like to share. First, the most important part of this map is the waterfall. They can hurt us the most on a rush from there. So normally we cover the waterfall with one man, if possible we need a 2nd scoped in on it. We all need to know whos on waterfall every round so if he goes down our right side can fill in. Our rush up horseshoe tunnel went well. The key to that rush is the guy throwing nades up that tunnel from our spwn. Then the assault team moving up the hall to its positions. Remember on this rush that we still need someone on waterfall incase they spot our move and rush our 6. My feeling on the donut tunnel are mixed. It seems like with nades on we cant rush the right. So i've been thinking about, a right side rush. But the key to this rush is simple we wait in the spwn for them to throw all their nades, about 1min or so then we move out. We havent tried that yet, and i'd like to see what kinda results we can achieve. Thats all fer now.
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Post by =The Stinkmeister= on Aug 22, 2006 20:42:45 GMT -5
ok
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Post by Mr.Sheriff on Aug 23, 2006 16:08:46 GMT -5
good idea, but while waiting for the nades to stop, we should get our nades up to that right side from the top of the stairs to take out anyone who may want to get close. that may back them off for our rush. all other ideas about this map in this configuration looks good.
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