We had our first pug tonight and had some interesting results. It’s going to take a lot more testing to refine our feedback, but some things were very obvious.
Team A:
INF3RN0
Retsy
EnderWiggins
Humate
KidSpooky
Team B:
Bananas
Adhesive
Larry
Thundermuffin
Retriever
Maps Results:
Waterloo Team B Win 0:25s
White Chapel Team A Win (map ended @ completion of escort)
FEEDBACK:
-Defensive timers are too fast and timers in general need to be longer (15-20 for defense/10-15 for offense maybe)
-Forward spawns need hud icons/progress bar and offense needs its own capturable forward spawn
-Revives need to give a short spawn shield to the downed player (maybe delayed ability to shoot on revive also)
-Spawn timer needs to be visible on HUD
-Teammate HP bars need to be more distinguishable
-Waterloo choke point between obj zones needs a redesign
-White Chapel does not work
-FOPs needs to become more vital to the team composition
-Covert could use more team oriented abilities
-Maps still feel too linear, more creative/interactive opportunities need to be present
Additionally limitations on 1 turret 1 mine and possibly 1 soldier may be in order. The general strategy that seemed to work best was to be extremely aggressive in order to capitalize on kills right as they happened. This worked to an extent, but there was an overall feeling of lack of strategy/teamwork and I mostly felt like I had to just kill everyone really quick and get the objective done immediately after. Other than that, we had very close games and saw all the objectives. Additionally, the escort missions become extremely dull- so future reference in objective design.
More to follow as we conduct more pug/scrims. Anyone is free to give their thoughts as well, and I encourage more participation in the next test.

with a 6 second capture (for one person, half of that with two persons etc.) and freelook while capturing (as opposed to ET’s instant capture and Brink’s locking-in.))