yah i lol'd as well.
H1: Damnation. Each and every area of the map has a unique structuring, and is arranged in a fashion that allows it to interact with every other area (even when that interaction is protection from that other area, which is an integral part of the combat flow) throughout the course of any game. Some areas have definite advantages, but are easily outweighed by that same simple fact - people expect that area to be used and are prepared to counter it, and the map provides numerous methods for doing so.
H2: Terminal. Everything I said about Damnation, just augmented with vehicular and counter-vehicular combat.
H3: Longshore. Everything I said about Damnation and Terminal, along with the fact that for once they gave a map in H3 the perfect weapon layout.
Bloodgulch game play, an in depth analysis!
run down center
fire pistol
run down center
fire pistol
run down center
fire pistol
run to hill
fire pistol
fire pistol
fire pistol
run out of ammo
die
get sniper rifle
run to cliffs
fire sniper rifle
run out of ammo
run down center
fire pistol
run down center
fire pistol
fire pistol
fire pistol
run to hill
fire pistol
die
repeat.
You guys have all camped the hills to no end so stop fucking bitching about it.
Bloodgulch is horribly unbalanced for two reasons, the hill in front of red tele is a shitload better to camp than it is at blue. And the second and more important reason is that red team can see their own tele and thus camping that spot is a bit harder, at least you can see it and snip off the scrubs telefragging.
Bloodgulch is fun to play because you don't have to try.
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