I never played. And that's not a troll. Home D is absurdly easy if you're decent at it. Plus, most PU teams stack their home strength at the expense of offense (and lo). Once people (ie, chasers and home d) figure out how to disc the stand, offense won't be able to get the flag past midfield.If you want to troll, go back to T:V!![]()
imo, the mix of standtypes (Sidewinder, rollercoaster, raindance, dangerous crossing, iceridge, and stonehenge) was the best. On some maps, if you knew the map like the back of your hand, you had a tremendous advantage (e.g. rc, sidewinder), whereas others like dangerouscrossing and stonehenge, it's an actual skill to come up with llama grabs and necessary to run front routes; this allows for variation between required timing to make a grab (e.g. rd), versus lots of grabs to make 1 home (sh), though obv. the team that coordinates will win.
I do agree though that somehow, the maps should be designed so it isn't a viable tactic to run 4 cappers on frontroutes and not need lo.