Focus Testing Part 1: Stopwatch, Canary Wharf, Trainyard and Waterloo


(Ashog) #61

fullholds > cockblocks

so yeah, fullholds r moar fun.


(DB Genome editor) #62

So how much longer is this focus testing planned for? SW is really no fun with imbalanced teams and with so many CC folks around, it’s nearly always the case. And although I never thought I’d say that, I think I’m suffering from EV withdrawal :tongue: (or more likely just getting tired of the same 3 maps…)


(prophett) #63

Time to focus on something else…

Moar maps.


(BomBaKlaK) #64

[QUOTE=prophett;494236]Time to focus on something else…

Moar maps.[/QUOTE]

Moar maps !!
Longer maps !!
Better maps !!


(k1ruaa) #65

SO !!!

The most important thing I have to say after testing stopwatch mode on this maps : Spawntimes are really too short and it feels wrong.
As defender, I am almost never dead for more than 16 sec. I never say to myself ‘oh that’s bad I just took full spawn’.

Dying at a bad moment should be a big disadvantage it should be at least 25 30 sec and you shouldn’t be able to respawn instantly if you died just after your spawntime. That way you can have spectacular moves (with airstrike, arty, nades) which can turn the game around if you time them correctly by giving full spawn to 3 or 4 enemies.

As an attacker, I often kill an enemy at the objective location, and I barely have the time to plant that the enemy is already here shooting at me. Most of the time you have to kill the whole team 2 times before being able to get an objective.

I would love to see the classic 20sec attackers, 30sec defenders. It’s simple and it allow to time pushes, to know when to back and wait for your teamates, or when to go and try to give as much fullspawn as possible. And I think it would work perfectly in this game.


(Glottis-3D) #66

[QUOTE=k1ruaa;494591]That way you can have spectacular moves (with airstrike, arty, nades) which can turn the game around if you time them correctly by giving full spawn to 3 or 4 enemies.
[/QUOTE]
i realy miss that exitement.


(trickykungfu) #67

haha me to XD Highlight is to kill 2 in a row with a pistol :slight_smile:


(prophett) #68

Make it stahp.


(titan) #69

moar maps pls


(Humate) #70

[QUOTE=k1ruaa;494591]SO !!!

The most important thing I have to say after testing stopwatch mode on this maps : Spawntimes are really too short and it feels wrong.
As defender, I am almost never dead for more than 16 sec. I never say to myself ‘oh that’s bad I just took full spawn’.

Dying at a bad moment should be a big disadvantage it should be at least 25 30 sec and you shouldn’t be able to respawn instantly if you died just after your spawntime. That way you can have spectacular moves (with airstrike, arty, nades) which can turn the game around if you time them correctly by giving full spawn to 3 or 4 enemies.

As an attacker, I often kill an enemy at the objective location, and I barely have the time to plant that the enemy is already here shooting at me. Most of the time you have to kill the whole team 2 times before being able to get an objective.

I would love to see the classic 20sec attackers, 30sec defenders. It’s simple and it allow to time pushes, to know when to back and wait for your teamates, or when to go and try to give as much fullspawn as possible. And I think it would work perfectly in this game.[/QUOTE]

I pretty much did a whole write up on this in vip section.
+rep


(prophett) #71

[QUOTE=k1ruaa;494591]SO !!!

The most important thing I have to say after testing stopwatch mode on this maps : Spawntimes are really too short and it feels wrong.
As defender, I am almost never dead for more than 16 sec. I never say to myself ‘oh that’s bad I just took full spawn’.

Dying at a bad moment should be a big disadvantage it should be at least 25 30 sec and you shouldn’t be able to respawn instantly if you died just after your spawntime. That way you can have spectacular moves (with airstrike, arty, nades) which can turn the game around if you time them correctly by giving full spawn to 3 or 4 enemies.

As an attacker, I often kill an enemy at the objective location, and I barely have the time to plant that the enemy is already here shooting at me. Most of the time you have to kill the whole team 2 times before being able to get an objective.

I would love to see the classic 20sec attackers, 30sec defenders. It’s simple and it allow to time pushes, to know when to back and wait for your teamates, or when to go and try to give as much fullspawn as possible. And I think it would work perfectly in this game.[/QUOTE]

Agreed! Defender spawn times need to be 25s or more (25 would be a good start). Also, this 2s buffer where you can still spawn 2s afterward needs to go.


(trickykungfu) #72

But sure not on every map XD Trainyard with longer def Spawntime would be like a 1 Minute Map :slight_smile:


(Glottis-3D) #73

trainyard needs layout changes much more than spawn-time tweaks. so do all current maps with a Whitechapel being single exception. If we stay with WC layout (it is a nice map tbh) then we can start tweaking the spawn times. may be spawn positions.

there is little to none sense in tweaking a map’s features like spawns, when it [map] is broken by its layout.


(BomBaKlaK) #74

Most of actual maps layout are clearly broken


(DarkangelUK) #75

[QUOTE=k1ruaa;494591]SO !!!

The most important thing I have to say after testing stopwatch mode on this maps : Spawntimes are really too short and it feels wrong.
As defender, I am almost never dead for more than 16 sec. I never say to myself ‘oh that’s bad I just took full spawn’.

Dying at a bad moment should be a big disadvantage it should be at least 25 30 sec and you shouldn’t be able to respawn instantly if you died just after your spawntime. That way you can have spectacular moves (with airstrike, arty, nades) which can turn the game around if you time them correctly by giving full spawn to 3 or 4 enemies.

As an attacker, I often kill an enemy at the objective location, and I barely have the time to plant that the enemy is already here shooting at me. Most of the time you have to kill the whole team 2 times before being able to get an objective.

I would love to see the classic 20sec attackers, 30sec defenders. It’s simple and it allow to time pushes, to know when to back and wait for your teamates, or when to go and try to give as much fullspawn as possible. And I think it would work perfectly in this game.[/QUOTE]

We’ve all been saying this for most of the games life cycle more or less, still falling deaf ears.


(Ashog) #76

maybe if we say it just one more time…

I think i’m gonna go for it :slight_smile:


(DarkangelUK) #77

[QUOTE=Ashog;494751]maybe if we say it just one more time…

I think i’m gonna go for it :)[/QUOTE]

Heh, well you never know! (we know)

I had exactly what k1ruaa was saying the other night on Canary. Kill someone, gib them, get in position and start planting C4, same person kills me before I’m even at 50% armed… many expletives left my mouth. Even more infuriating when the defence are holding well and doing a good job, you FINALLY break them and they’re set right back up again before you know it.


(BAMFana) #78

Fully agree with the posts complaining about the spawn system. The most infuriating thing in the world is when you frag someone only to see him instaspawn and back to where he was before you’ve even had a chance to heal up.

I don’t understand why the spawn system has to be complicated, either. Wave spawn systems create more problems than they solve. K.I.S.S: When the player dies, he stays dead for x seconds, after which he spawns. That’s all that is needed and that is all that is wanted.


(Glottis-3D) #79

because team-spawn is what helps players to play as a team. with more new-comers it becomes even more essential.
and this is a tool to delicately ballance the map.

and not to mention more active play as a whole. (resping to spawn wave instead of waiting fro 15+ seconds every time)

we did have this x-seconds for all system. and it was very boring thing to me =(


(prophett) #80

The current system is ok, we just need longer defensive spawns.