I've gone through and taken LOTS of screenshots trying to look at key areas for movement and defence. It’s important to note that the Russians have the biggest advantage, with the ability to take all three points before the US.
On a buggy run, the Russians get to A 4 seconds before the US.
On a buggy run, the Russians get to B 18 seconds before the US.
On a buggy run, the US CAN get to C 4 seconds before the Russians, which is not much.
Having said all this, the ticket bleed is quite low in the current game format, it will be mostly down to setting up a mad defence to bleed tickets via kills. So what I’ve done with the screen shots is try to look for good defensive spots around the map to take down the enemies as they arrive. Those will come later as i edit the screenshots and put in some pointers and what not.
[table][tr] [td] [/td] [td] [/td] [/tr][/table] I've only been wrong once, and that's when I thought I was wrong. -
Thanks to Onyx for allowing me to test the map in single / unranked mode. Here is some interesting findings. 1. If you hold only a single flag and the enemy hold NO flags (I was unable to test since there was no "enemy"), then their is absolutely no ticket bleed whatsoever. 2. When you hold 2 flags, the enemy hold none, then the ticket bleed is 1 ticket for roughly every 13.2 seconds 3. When you hold all 3 flags, then the ticket bleed is 1 ticket for roughly every 9.75 seconds
I was unable to test what happens if the enemy hold any flags or any combination of enemy / friendly flag holding. If somebody could test this, and post the results, then that will be awesome.
Leelo did the analysis for the quads, I did something similiar for the APCs
From Russian Base to A with the APC: (clock started when entering the APC and not running towards it) was 15 seconds From A to B in an APC takes 19 seconds From B to C it takes 15 seconds From C to A it takes 18 seconds2 From A to the American base it takes 17 seconds
I then did some testing on shooting power with the different perks one can select. I pulled each of the APC's roughly 20 metres apart from each other. Shot one shot with the one APC straight to the front of the other one, ran to the other one, monitor the damage, return the fire, run to the first APC monitor the damage and so forth until one is blown up. Both APC's have 6 shots before they need to reload. Unless otherwise stated, the shots are based with the primary weapon applicable to the driver.
Column "USA" refers to the damage made to the American APC from the Russian APC. Kindly note, that in all the test the American APC is vastly superior than the Russian APC
V-Armour The v-Armour supposedly provide additional armour to the APCs.
USA RUS 96 95 91 89 86 83 81 77 76 72 72 66 67 60 62 54 57 49 52 43 48 37 43 31 38 26 33 20 28 14 24 8 19 3 14 Destroyed . . . (killed it off with grenades and tube)
V-Warheads The Warheads perk provide additional strength to the warheads. Let's see how effective they are.
V-Alternative Weapon This perk provides an additional gun to the driver, in the case of the APC this is a missile that is extremely efficient. Note that you still have the 6 standard shots you can fire with left click, but now have an additional right click weapon as well. (if you shoot at maximum speed, you'll shoot 6 left clicks for every right click, a suggestion, shoot your primary weapon till it is empty (ie. 6), then while reloading click the right button. This should allow your primary to reload in time to maintain continuous shooting.
Basically, that right click weapon is dangerous! Without it, you need 17 left clicks on the Russian tank. With it enabled, you can drop the tank within just a couple of clicks.
You can destroy the building at A by taking out the supports between the first floor and the roof.a