Posted 13 January 2016 - 07:49 PM

I posted this in the 'save alpine' thread but it bears repeating that there are currently two sets of spawns you can get on skirmish/assault for alpine.This is the first set. If you start here as red team, you will have a much, much easier time making it up the hill if you go full peg at it. By the time the mediums get there, there will still only be blue team lights up top. If the blue team has their assaults spawn at the bottom area, they will have a hard time of it.This second set of spawns is the infamous "red team can't get up the hill". Generally you have no chance of getting close to the hill before the blue team heavies are up there. If it's skirmish, you can try to move South or North and pull them out. If it's Assault, then moving South takes a long time, and runs the risk of a blue team light lance making a dash for your base. North via the radio tower is the most common option at this point.In summary:- Minor advantage to red on the top set of spawns- Large advantage to blue on the bottom set of spawns- Best way to figure out which set of spawns occurred is to see if you had a lance spawn in C6 for Left side, or H5 for Right side- Alpine actually has been adjusted in the past, the saddle at E6/D6 that leads onto the left side of the map was made steeper around the time that pebblewarrior was introduced (so 1.5-2 years ago)There's no reason why Alpine can't have a minor tweak again, they've given it one in the past. To my mind, all it needs is to be locked to the top set of spawns, and some minor fiddling with the map geometry. People have talked about a "tunnel" in the past, but it doesn't require anything that drastic.Someone mentioned in the previous thread that back in CB there wasn't such a problem with H9 camping, part of this was probably that Right side lances would spill out over the Saddle area. Then the Saddle was raised to the point that nothing without jumpjets could get up it.

Edited by EGG, 13 January 2016 - 08:01 PM.