Talk:Maps/@comment-98.91.86.176-20150608024237/@comment-45.52.148.27-20150819182059

I think you're generally right here, especially about how Springfield can go so many ways. That one illustrates the clear advantage a team can have. I recently got TROUNCED by a squat of nothing but Boas with ECC Thunders and Tolumbas and they wiped the map down top to bottom, then squatted the spawn point and just wiped us out. You can do that on SPringfield with a good coordinated assault.

On the other maps, however, I think you're over generalizing. Yamantau can become very exciting with smaller faster units snaking away beacons and destabilizing the defense. If you can get enough little guys causing chaos on both fronts the center becomes irrelevant, and one good scout can make the difference.

At Shenzhen, there's also overlooked opportunities for scouts to utterly change the course of events. I've seen last minute overturns on Shenzhen that are terrifyingly awesome. If you can unbalance the snipers and force them to move, you can shatter the best defense. Running around back and grabbing the side beacons really messes up the enemy.

Dead City, in contrast to the others, has the structure to really set up side-to-side strategies instead of top to bottom. Hold your team's West corridor and you'll win with easy access to center, sneak around home base snags and especially close-quarters camping the spawn. But ranged missles are surprisingly effective here and a team with mid-range focus can really unbalance the best efforts of scouts and long-range bombers.

I'm also adding a vote for lava islands and forest scenes, but what I'd love to see is a fortress assault with two far-spread beacons for the field and two tight for the fortress with a central on a bridge into the fortress. Tough to balance, but would be awesome fun.

ANd how about destrucible environments in the next version? That's the holy grail right there.