@kopyright said:
I disagree about the generator section - before the introduction of Turtle and Guardian it was way to easy for the attackers to simply break the generator with explosives up to the point where it made not much difference whether or not the generator was actually running. Now it’s much better again.
That is a bit of the issue, Turtle and Guardian can be used easily to protect the gen, and Javelin/Nader/Stoker can take down the generator too easily. To fix this, I think the generator could be put somewhere outside, but have twice (even triple?) the amount of health so other fire supports can help out too. This way more mercs can be effective against the generator than just a few explosive ones, and incentivize engineers again too.
I can only repeat my previous criticism here - the last section needs a change in paths. Unlike Chapel where you can still recover from a team wipe because the objective has to be carried towards you, a single bad spawn phase on Bridge usually means you lose both carriables without being able to even catch up with the delivering merc.
I agree with this part, there should be some kind of cooldown or something so defenders can get back into their base to defend the 2nd core, rather than it just being taken again. It’s not a major problem since instant respawn was added after obj completion, but worth to taking a look at?
@Begin2018 said:
Devs need to work on 7 or 8 new maps, not to waste their time on old maps… They are already too slow.
Quality over Quantity, any kind of content in DB is up for feedback to help improve it. Ignoring current maps to make newer ones doesn’t help, because those newer maps might not be as good as expected. It’s a great focus to try to improve the current set of maps, because higher quality/ better balanced maps are better for players than just a bunch of eh-ish maps.