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    #16
    Originally posted by Rand{CLR} View Post
    If they made Karkand like 3 times bigger, I don't need to see how big Dragon Valley is now.

    -Rand
    So true.
    Apache

    Where do you put the Bayonet?
    Chesty Puller (upon seeing a flamethrower for the first time)
    I am all in favor of keeping dangerous weapons out of the hands of fools. Lets start with typewriters.
    Frank Lloyd Wright

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      #17
      Karkand isn't entirely the same though, besides structural differences. You can see some other buildings on the other side of the water, but in B2K it's all out of bounds.
      I remember there being 4 points on the other side of the water in BF2.

      There was one inside a warehouse. Another near a warehouse just on the other side of the water, near the bridge. We had a flag near a warehouse where you could climb stairs and then a ladder to get to a tower. And then there was another flag near the MEC artillery/UAV/radar dish. Now there's just two flags over there.

      And what happened to the strategy of racing the humvee out of bounds along the wall to get to the flags on the other side of the river?

      Comment


        #18
        you can still run through some barriers with the jeep. then go along the beach. Its actually easier now.
        They did take away the closer spawn points to the first flag

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          #19
          Originally posted by BadHabitz View Post
          Karkand isn't entirely the same though, besides structural differences. You can see some other buildings on the other side of the water, but in B2K it's all out of bounds.
          I remember there being 4 points on the other side of the water in BF2.

          There was one inside a warehouse. Another near a warehouse just on the other side of the water, near the bridge. We had a flag near a warehouse where you could climb stairs and then a ladder to get to a tower. And then there was another flag near the MEC artillery/UAV/radar dish. Now there's just two flags over there.

          And what happened to the strategy of racing the humvee out of bounds along the wall to get to the flags on the other side of the river?
          At least we can still try to ninja our way to D. They pretty much destroyed any hope of pulling off that right flank.

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            #20
            Originally posted by Zeridian View Post
            They pretty much destroyed any hope of pulling off that right flank.
            And by reducing the flags on the right side they made it less important/usefull.

            Comment


              #21
              Anyone try to blow a bridge on wake..

              Comment


                #22
                Originally posted by goldenfooler View Post
                They did take away the closer spawn points to the first flag
                Those spawn points are still there - you'll automatically spawn at one of the two if you spawn on US Deployment as infantry. But, you don't get to pick which one you spawn at.
                Originally posted by BadHabitz View Post
                And by reducing the flags on the right side they made it less important/usefull.
                The G (Gatehouse) flag is still very important - it's where the RU team's armor spawns. Lose that flag and the US gets the armor.
                Originally posted by goldenfooler View Post
                Anyone try to blow a bridge on wake..
                The bridges are all non-destructable.

                Comment


                  #23
                  Originally posted by SighKoPath View Post
                  The G (Gatehouse) flag is still very important - it's where the RU team's armor spawns. Lose that flag and the US gets the armor.
                  True, but it's not as important as getting 4 flags. That forces the defenders to cross the water to go get those flags back, which many players would do. You could take those flags quickly with just a few guys, so once the defenders went that way it would open up the mainland flags to be captured.

                  A good Karkand defense keeps the attackers from getting through the front line. Getting in and taking the four flags across the water sent the defense into chaos.

                  Now just two flags (regardlesss of armor spawns) blows that strategy out of the water. Some Javelins or mines can negate a tank, but not much can negate the importance of losing 4 quick flags.

                  Comment

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