![]() ![]() The amount of VP drop per tick depends on how many more Victory Points the player possesses than the opponent. (I will talk about every ability’s and unit’s capture rate in another guide. You can use these capture rate enhancing abilities or units to help you stay in the game when your VP reserve goes low. They can also be neutralized by Stuka Bombing Drop ability of the Wehrmacht commander. Tips: The capture time of the Victory Point can be affected by the unit’s capture and decapture rate. You cannot build an OKW base on the territory that contains a Victory Point.Īt the standard capture rate and revert rate of 1 (for most infantries in the game).The player(s) do not need the Victory Points connected to their base to gain its benefit.(there are some exceptions, such as the middle VP on some maps) The territory surrounding the Victory Points are often very small, and thus, it does not really work as the territory connector to the base.They do not directly yield any resources and act solely as the game mode’s victory condition. ![]() If the Allies start off in positions 3 and 4 due to random Starting Location or "Swap Start" with Fixed Locations.Victory Points has many properties that separate them from other resource capture points: This argument is pointless if player 3 and 4 are Axis (Default set-up) as Axis do not generally set-up heavy defences and so having the hill is pointless. This is due to the fact that the Victory Point on the hill in the far corner is more easily accessible by players 3 and 4 giving players 1 and 2 a disadvantage as the other two points are clearly one team or the other. It is sometimes debated though whether these Victory Points are evenly distributed around the map so that neither team has an advantage over the other. This map has 3 Victory Points when playing Victory Point Control. These factors all point to the fact that the British have an advantage as it supports some of the strategies in which they play. Also since it a small map it is very easy to set up artillery to attempt to blow up either the enemy base directly or the enemies defences. Because of the fact that it is a chokepoint map where the map is pretty much cut in two by the "Harbour" it is easy to set-up heavy defences to defend your base. Gilroy's Harbour is a 2v2 map in which there is a lot of chokepoints in which heavy defences can be set up. ![]()
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