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Add extra JIP to undermine
PostPosted: Sat Feb 12, 2011 1:14 am
by Zolaka
Add extra JIP to undermine near eu3 it should also have punk turret inside it. This cos hacking laser securityis so hard sometimes for punks.
Re: Add extra JIP to undermine
PostPosted: Thu Feb 17, 2011 12:01 pm
by theonlyintruder
Then emp the corps...
Re: Add extra JIP to undermine
PostPosted: Mon Feb 28, 2011 1:30 pm
by Pyroguy
Adding forward JIPs actually benefits the attacking team a lot. I think even a single JIP there, especially with a turret because that room experiences a fair amount of traffic, would imbalance the map in favor of the Punks.
Re: Add extra JIP to undermine
PostPosted: Mon Apr 11, 2011 8:51 pm
by MaZe741
obj2 Undermine
1 of the punks decker can be emped, 2 of the corps can be (pretty hard thought).
plus, punks already have the shorter tube to that objective. no need for changes, if any, I'd rather take 1 jip of both teams away and place it in a common area. 4 vs 3 cyberfights just arent tested.