BLOCKOUT WEDNESDAYS: Canary Wharf v19135


(Fishbus) #21

[QUOTE=MrEd;444082]It’s pretty obvious when you’re thinking about the geometry the right way. In the first version Fishbus had a full blocking volume there until jonny_hex and myself whinged at him to let us plummet to our deaths :wink:

Crispy likes to set up a turret at the bottom to finish off anyone with lemming tendancies.[/QUOTE]
One of these routes are intentional, one is not. :slight_smile:


(Protekt1) #22

I’ll grab a screenshot sometime but there is a path on the left side of the left of the second object (the one with the gates that can be opened). That side is a bit slanted towards defense (very slanted). At the top of the steps you cannot see the 2nd floor area where enemies can easily head glitch and shoot you before you have a chance to see them at all.

I dunno how much of a problem this is for everyone else, but I feel like these advantages (guaranteed first sight + head glitch + height advantage) could be looked into. Maybe add a bit of cover at the bottom of the steps or raise the roof a tad.


(BomBaKlaK) #23

I don’t play this Wednesday but this obj if it still the same, he just need a complete rework.


(INF3RN0) #24

[QUOTE=MrEd;444082]It’s pretty obvious when you’re thinking about the geometry the right way. In the first version Fishbus had a full blocking volume there until jonny_hex and myself whinged at him to let us plummet to our deaths :wink:

Crispy likes to set up a turret at the bottom to finish off anyone with lemming tendancies.[/QUOTE]

You can slide down the vertical pipe and take 0 damage. Enjoy.


(BomBaKlaK) #25

come on ! let’s play :wink:


(BomBaKlaK) #26

So, I still don’t like the last objective, with no interception route for the defense or really bad transmission point location or really bad defense spawn location, or maybe all of them. the second obj is a bit better but still an “Open bar objectif” everyone can hack and that’s lemming rush powwaa !! and … a second time you need to do the same for the crane …

> Change 2nd and 3rd obj to a class dedicated objective ?
> Change transmit point location ?
> Change last defense spawn location ?
> Create an interception route ?

I’m not really fan of the last part in the “Glory Hole” , the place is really small and there is no real big fight at the end, the last obj is to easy to do and really not fun as it can be. (even with a carrying broken mechanics).

For the rest it’s not so bad :wink:


(Jamieson) #27

I second this and would like to add that I think you should be able to use weapons whilst carrying objectives, since the current system is counter intuitive in encouraging people to do the objectives, which is very worrisome since a lot of people today just want to kill and ignore objectives anyway, so for a lot of people this would be a big turn off, even people like myself who would want to do objectives.


(BomBaKlaK) #28

Carrying obj are just broken ! And there is a big map design problem on this one …
Transmit time is OK even a bit longer like in ETQW ! but please insta pick and insta return is needed, with the ability to shoot while carrying, with well thinking objective !
I really feel that objective change like a way to repair some clunky map design choices, maybe i’m wrong…


(Samurai.) #29

Carry objectives aren’t “broken”, they are working as intended, it’s just the current mechanics are just bad for game play, incredibly frustrating and no fun in general.

The Problems:

  • Pickup - takes time where you are standing still… the cores are often located in the middle of a highly fought after environment with no cover and you expect players to just run up to it, stand still and hold the use key for a few seconds before you can pick it up without dieing. Exposing yourself to do the objective like this really does not encourage experienced or new players to do this. Also prevents sneaky steal attempts as nothing is instant.

  • Carrying - not being able to do anything other than carry the objective really doesn’t encourage players to do it. Especially in public servers you are reliant on your teammates providing cover for you the entire way which is just not going to happen with no communication/pre arranged co-ordination. The experienced players are put off doing the objective as they feel like they should be the ones providing the cover, yet the newbies are not focused on doing the objective or know how to so you end up with no-one specifically trying to do the objective.

  • Return - often the cores start in the defenders territory and the attackers move it into their territory. Once taken down and the data core is lying around, the time it takes to return while once again standing still being exposed next to the attackers spawn location is just incredibly frustrating, as you can’t return it. You’ve done all the work tracking the player down, taking them out before they transmit, yet you still can’t prevent it as the return time is ridiculous.

  • (On Canary Wharf specifically) - I knew where to transmit the data core from the icons on HUD, but it wasn’t obvious when i went to the location, was just an open door and a trailer on a train. I started to transmit at the door which was working… as soon as i moved onto the trailer for cover presuming transmit would still occur it stopped. Transmit locations should be a static object where it is clear on where to interact to transmit/where the cut-off point is that won’t transmit.

  • HUD - there’s way too many bars and icons all over the HUD, i think i noticed it in the past more on Whitechapel. Basically just get rid of all the bars that show the time until it returns, and make the icons way smaller - too much clutter looking at them and knowing the return time of each core isn’t a necessity, players should learn the general time of how long it takes before they return themselves rather than have it stamped across our screen.

Solution

  • Instant Pickup
  • Instant Return
  • Function like normal while carrying (shoot weapons/revive etc without dropping the core).
  • Clean up the HUD icons - remove the return timer.

To balance them:

  • Add more or less cores that the attackers have to deliver.
  • Increase or decrease the transmit time
  • Make the transmit location more/less exposed to both or one team.

(scre4m.) #30

I couldn’t agree more


(Loffy) #31

When attacking on a pick-up-and-deliver-objective map, I do not like to run out into the open and being forced to stand still (while pressing a button) for some time to be able to pick up the objective. I mean, I’ll do, it is what it takes, but it not fun to be gunned down in the back while standing still like that. Like some comments above, I agree that it is clearly un-fun. Especially if you have to go through it several times on the same round.


(Kendle) #32

Apart from what Samurai said the main issue I have with carryables is the route / location.

At the moment the carryable is located either near the attacking teams spawn (Camden) or the defending teams spawn (Canary Wharf), and the route is away from or towards the other teams spawn. This leads to meat-grinder / lemming rush tactics at either the delivery point or the collection point, and little chance of recovery for the defending team.

The single biggest thing SD could do to improve the situation is move the collection and delivery points so they’re perpendicular to each teams spawn location.

Imagine this layout :


[A] ++++++++++++++++ [B]
+                      +
+                      +
+                      +
+                      +
+                      +
+                      +
+                      +
+                      +
[C] ++++++++++++++++ [D]

Attackers spawn at “A”, defenders spawn at “D”. Object is collected from “C” and delivered to “B”.

This makes it harder for defence to camp either the collection or delivery points, as neither are closer to their spawn than the attackers spawn (thereby relieving the meat-grinder) but it also allows defence to intercept the carrier and return the object.


(tokamak) #33

Oh shi… downloading.


(Mateos) #34

Exams tomorrow. V583 >.>


(potty200) #35

Quite a few people on teamspeak tonight: 85.236.100.96:10207 chan password is dbpublic


(tokamak) #36

The defenders are getting shafted hard on the last objective. They’re starting all the way down while for the attackers the building site is a shooting range.


(BomBaKlaK) #37

I hate this last objective !! And after the first objective you don’t need any special class to complete any of the 2 “open bar objective” … I make 2 or 3 match on it then I do all the objectives as medic, so full medic powwaa …

I really prefer to have some class distinction for objectives as it was in your previous games,
I hate the “BF3 Rush like” when everyone is able to do the objective.

For me in the ideal world, objective design gonna be like this : Easy > Medium > and hard for the last one
Actually in lot of maps the first is hard then the last obj is just easy as hell like in White chappel, Canarywarf or waterloo
this a big issue to me ! we need some crescendo in the fight not the opposite.


(Mustang) #38

I was a latecomer, but gg’s guys.


(Smooth) #39

The Canary Wharf servers are now open for the evening!

:cool:


(MrFunkyFunk) #40

Cheers, now we need folks to fill them!

Join! (Both the server & EvacZone TS)

Regarding the map since it’s the same version, not much to add.
Those lifts definitely need an activation button instead of an automatic mode.