Poll

Most important spawn point on Karkand

Hotel14%14% - 28
Square8%8% - 17
Suburb11%11% - 22
Train Accident5%5% - 11
Gatehouse12%12% - 24
Cement Factory4%4% - 9
Warehouse3%3% - 7
Factory33%33% - 66
Market (32 player)6%6% - 12
Total: 196
MorbidFetus
Member
+76|7117|Ohio
Personally I get annoyed when my team takes the Hotel/Square. That area is prime for armor whoring. Hell, it's prime for everything whoring. The big guns can camp the spawn points and the rest of the team can run around and do whateverthefuck. I dont get why people are so concerned about capping every flag. Containment: learn it. Wake is exactly the opposite. US just needs to cap the airfield, sit back, and let the points roll in.



And the answer to this poll is: Factory

USMC POV: It doubles your team's armor and allows you to neutralize the enemy's assets. Plus, if the enemy is somewhat competent, they will fight like rats to get it back. This opens up flags to their rear and allows someone to sit back and let the kills come to them.

MEC POV: You lose it, you're fucked. Period.
Snake
Missing, Presumed Dead
+1,046|7132|England

Train accident - the gateway to the rear of the MEC base and 4 flags. C4 the bridge to hamper the armour coming and lay mines in the river crossing to annihilate them as they go the other way.
Causes massive disruption to their armour capabilities and allows the US to dominate from 3 fronts - the Hotel, Suburbs and the rear 4 CP's
MorbidFetus
Member
+76|7117|Ohio
Great tactic but what about the little spermies crossing the river towards the Cement Factory and Gatehouse? If you really have it on lockdown (snipers taking out swimmers) you'll get someone like me who'll make suicide runs to clear the minefield or get the bridge up. After enough deaths I usually clear the way for an initial push.




I would really like to see Kark played on a hardcore clan server. So many parts of that map are rarely, if ever, played. I wonder if it would be a whole different ballgame if 100% of the team was in sync.
_-_911_-_180891
Member
+540|7069|Shanghai, ethnicity=German
Hotel.. Cause you quickly in the battle.
DSRTurtle
Member
+56|7252

Windrider_Melb wrote:

Gatehouse.

Easily defendable flag with good strategic control of the major river crossing. If you have this spawn point you have a better chance of controlling the 3 other spawn points on that side of the river. You can blow the bridge easily, limiting armoured access to the ford (ancient word for a shallow river-crossing point, NOT a car company in this case) which makes crossing the river very difficult in the face of determined defenders, as you are completely exposed.

I have often found that control of the Gatehouse, destruction of the bridge and subsequent defence of the bridge and the ford has meant the difference between a narrow victory for MEC and a complete overrun by USMC.

\\'
I agree with you somewhat.  In a large player battle you are correct provided the USMC doesn't overrun the factory first and keep it for an extended period of time.  In a battle with a smaller number of players the Factory is more important as the USMC can have 6 pieces of armor and litteraly run over the MEC.   

That actually happened last night on a server I was in with only 12 players on a 64 player map.

A good commander makes a very large difference on the MEC side.  Squads who follow Commanders orders to defend the Train Wreck and the Suburb when ordered can help the MEC easily control the Hotel and slaughter the USMC.

Last edited by DSRTurtle (2006-07-28 04:40:08)

-MIKI3.
Member
+70|7210|The Netherlands
16 map - Market
32 map - Gatehouse
64 map - Factory
Lazzars
Member
+4|7213
on 64 easily the best way to defend is to stay at gatehouse

but not because its the better flag, but because loosing factory can loose the game for you, so by holding onto the river by blowing the bridge and covering the crossing with mines you can easily hold only the 4 flags on the other side of the river, and even if you do loose train accident you can still win on tickets since its so damn easy to arty train accident and get most of their team
Pavil9999
Member
+7|7092|Canada
Well aren't they all just as important in their own way ?
a fly
Member
+105|7210|The netherlands
not botherd to read anything.

as mec, if you have market on 32 player, you can attack to every other flag from thier, unlike other flags. its also harder to rape market with great succes cause of the allyways you spawn in....
Windrider_Melb
Pwned so often there's an IPO.
+29|7071|Melbourne, Australia

DSRTurtle wrote:

Windrider_Melb wrote:

Gatehouse.

Easily defendable flag with good strategic control of the major river crossing. If you have this spawn point you have a better chance of controlling the 3 other spawn points on that side of the river. You can blow the bridge easily, limiting armoured access to the ford (ancient word for a shallow river-crossing point, NOT a car company in this case) which makes crossing the river very difficult in the face of determined defenders, as you are completely exposed.

I have often found that control of the Gatehouse, destruction of the bridge and subsequent defence of the bridge and the ford has meant the difference between a narrow victory for MEC and a complete overrun by USMC.

\\'
I agree with you somewhat.  In a large player battle you are correct provided the USMC doesn't overrun the factory first and keep it for an extended period of time.  In a battle with a smaller number of players the Factory is more important as the USMC can have 6 pieces of armor and litteraly run over the MEC.   

That actually happened last night on a server I was in with only 12 players on a 64 player map.

A good commander makes a very large difference on the MEC side.  Squads who follow Commanders orders to defend the Train Wreck and the Suburb when ordered can help the MEC easily control the Hotel and slaughter the USMC.
Well, yeah, protecting your ability to fight is a given. I think. That's why I didn't automatically say "factory".

When a large map is less than a third full, it changes the nature of the game significantly. The sparsity of soldiers makes it possible to sneak around and get things done without people noticing so much.

One thing I've never really seen a commander capitalise on, is the difference in times it takes the MEC and USMC to get vehicles from their spawns to the front line. For example when the front line is at Hotel, the USMC has an advantage in how fast they can get respawned APCs and Armour to the front line. I'm sure there must be a way of pushing this advantage in the first few minutes of the battle.

\\'
FrankieSpankie3388
Hockey Nut
+243|7096|Boston, MA

Kontrolfreq wrote:

MorbidFetus wrote:

Kontrolfreq wrote:

As much as i hate to say it, i picked the Hotel... I know its frowned upon, but it's still the only cp on the map that (if used properly!) can keep the US out of the city - for the whole round.
You don't even have to get close to the Hotel to bypass it.
I know, but the people defending don't always spawn that close to it either... from there you can defend the whole front line, not the flag itself.
You prove a very valid point, that's what I was thinking while everybody else said that the hotel is pointless. However I'd still have to say the Gatehouse is most important. It's in a great location in the center of the map where people can't really attack it from behind, only the sides. It also gives you a great route to every other command posts in the map. And what other people are forgetting is that this flag takes a while to cap, giving your team a better chance to defend it. If USMC get this flag early, they're most likely to win.

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