Closed Beta Update V36382 (26.06.2014)


(xdc) #221

[QUOTE=titan;508430]"- MGs + heartbeat sensors are ruining games imo."

really needs to be looked into for next patch I think
Slaying entire teams on the mg is fun but playing against it is a nightmare it’s way too powerful :stuck_out_tongue:
and vasilis sensor is just a wallhack right now
been having fun this weekend though sawbonez is stronggg atm[/QUOTE]

I disagree, it tells you when u are detected and you can destroy the sensor. Also hi from Quakelive


(RasteRayzeR) #222

Except that in a map like WC with the MG blocking the full street and a couple of snipers well placed you cannot even get into the street because it’s a crossfire of death. Been completely hold like this yesterday. Feels really cheap because there is no way to escape this situation if you don’t team cohesion and the right mercs, which never happens in pub games.

The sensors can also be placed in locations you cannot reach unless in the range of the MG. Hence this is way too punishing rather than challenging for the attacking team. And a punishing game is a game without fun.


(tokamak) #223

That corner is ridiculously difficult indeed. I’m sure Echo is going to show that as well. I think it would help if that construction plateau at the back of the street would be easier to repair (more cover). At least then the attackers can grab more control over that entire corridor.


(RasteRayzeR) #224

Well, why have two MGs which are overly powerful covering the same, single place the enemy can attack ? Remove the chapel MG and the map will be better already


(tokamak) #225

It certainly would smoothen out the flow. But I don’t think that’s necessarily preferable. Streamlining the maps is an obvious answer but it doesn’t always result in better gameplay.

I personally like these kind of lock downs. Two MG’s is particularly genius in a sense. What’s more fun than playing with a buddy and both holding down the main route against an entire opponent team? Call it tower-bridging the enemy if you will.

But it does mean that the attackers should have a way around it. Preferably by solving a side objective they otherwise wouldn’t need to do.

I hope this makes sense. W:ET was full with these kind of death-traps where one team completely dominated the other. But there was always an inventive way around And the real beauty is that once teams understand this then you start getting into a meta strategy of forcing one team into a certain position, holding it as long as you need to and then anticipate the way they’ll attempt to get out of that position.

On a macro level this game should feel like chess and smoothening out points that players otherwise get stuck on removes these opportunities for strategic decisions.

So, in that sense, more death traps and meat grinders but compensated with objective-solutions around them would be the best way to go.


(RasteRayzeR) #226

Heart of the problem. Currently all routes are under direct fire from the MGs. A side objective here with a route leading inside the chapel = win


(tokamak) #227

Definitely. The current situation is not a good thing at all because there’s no way around. All I’m saying is that if the attackers want a way around it then it should be achieved through completing a small side objective, like constructing a walled bridge or whatever.

Another neat way would be to have the EV route split after that corner. You can’t steer it but you can open up a new street, bar both with barriers and let the EV automatically pick the one that is available first.


(RasteRayzeR) #228

[QUOTE=tokamak;508454]Definitely. The current situation is not a good thing at all because there’s no way around. All I’m saying is that if the attackers want a way around it then it should be achieved through completing a small side objective, like constructing a walled bridge or whatever.

Another neat way would be to have the EV route split after that corner. You can’t steer it but you can open up a new street, bar both with barriers and let the EV automatically pick the one that is available first.[/QUOTE]

Already asked for multiple EV routes with actual control of it. Not sure this gonna happen but it would bring dynamic objectives. Would be a big plus and a step forward in the genre imho


(BomBaKlaK) #229

Like the alternative MCP routes in ETQW


(tokamak) #230

Yeah and you can steer it by quickly toggable track switches, like in Rail gun.


(RasteRayzeR) #231

Would be fun to have a console at the rear of the EV where you can quickly choose the waypoints it should follow. It basically still leaves the mechanics of the EV as is but with a funny and strategic twist !

This is the kind of level interaction I’m craving for !


(tokamak) #232

I like it but it would also be a huge source of drama and frustration. Any control over such a substantial tactical asset should be earned. That way nobody can complain it.