LB docs meatgrind


(Violator) #1

After another full hold at this objective, why was the attacker spawn moved back? Once def get set up in the docs room its impossible to break through, and moving the spawn back to the 1st barrier has made this worse. The server was very choppy tonight for a lot of players as well.


(Valdez) #2

Obviously moving the attackers spawn back does not help with this obj, I think the real problem is the 3 sec pickup time on the milk jugs.


(Ashog) #3

or the weapons


(Kendle) #4

The problem, IMHO, is partly spawn locations (attack too far away, defence too near), partly spawn times (not long enough for defence) and also the lack of wave re-spawn and lack of teamwork, meaning attack is generally 1 player going in at a time, usually with no Meds to back them up, and there’s always at least 1 defender around to take them down, the attacking team can’t put the whole defence in spawn and then “defend” the objective area while they get the cores out.

What we have is a developer who decided round wheels were yesterday’s technology, decided to invent oval shaped wheels, and is now tinkering with the suspension to get them to work. Just put the round wheels back on, wave re-spawn + longer spawn times for defence.


(Ashog) #5

Too sad that for the last patch the map changes (which might have been good in fact) got confined with the weapon balance changes (which to me were not good) so it is hard to tell whether the gameplay in that particular location of the map was worsened by weapons or map changes. IMHO such changes have to be released in separate patches.


(SockDog) #6

The pickup timer was implemented to stop the doc rush which frankly made the objectives near to pointless. Maybe all the changes together is too much but I’d be cautious to pick a single specific one as the root cause.

I think the pickup needs to be tried as a proximity thing rather than a button interaction.

I wonder how the map would work if the building was blown and the doc run initiated from the top of the bridge between barriers 1 and 2. This would give a longer doc run and allow more room for spawns and maps to be tweaked. It would of course then mean you have two long barrier obj at the end of the map which isn’t the grandest finale.


(Ashog) #7

I think longer doc run and EV standing still under bridge is a good idea. I think the problem on this stage is the location of defenders spawn. I think it should be moved back to garage where it was before the doors explosion. In this way defense has at least some chance to intercept stolen objective on the way to ev. Of course, some more routes have to be made for attackers between the top of the bridge (attackers spawn) and the exploded doors, so that they can easily bypass defenders who will try to intercept the transmit.

The same idea would also fit White Chapel church objective.


(Kendle) #8

That would be a good idea as well, it’s even more like ET Goldrush. Having the defenders spawn behind the objective and opposite to the direction of travel means they can never chase the obj carrier down, so it will always be a case of getting the cores out is too easy (like it was before) or too difficult (like it is now), never anything in-between.


(SockDog) #9

I was actually meaning on top of the bridge because that then gives you the two, longer, side routes (opposite barrier 1 and the building to the left of the bridge), the main stairs and under the bridge.

For Whitechapel I still think they should put a graveyard out the back with the ammo. Make the Church the entry/exit point and offer one way exits from the graveyard for people to make a longer run if they want to.


(iwound) #10

it may have been a hold last night but when you factor in being able to fire and carry and other weapons :wink::wink:
then it will change. the carryables are ok here just need to be able to fight as well.


(tokamak) #11

It’s easier to test full-holds than steamrollers. Objectives that are easy to hold will generate more footprints for Echo.


(Kl3ppy) #12

imo the carrying distance is a bit too short. Now I have the feeling, you just need one good push to get the docs and then its very easy to get it to ev and deliver it. I would like to see a longer transport stage but easier pick up stage or at least test it.


(Hyperg) #13

From what I’ve played so far, it seems that the momentum of the attacking team plays a very important role in the success of that phase. If the attackers are alive and kicking around the time of breach, pushing through all the three sides at once (this happened in a few matches), it usually ends with a really fast capture. If that momentum is lost, there are very few ways to get through indeed and I have the same feeling like you do about the spawn times and travel distances.


(INF3RN0) #14

All of the doc objectives aren’t set up the way they should be. We need the ETQW style layout.




(Humate) #15

I might have a go at drawing out a map with proper spawn locations


(maxxxxlol) #16

Move defence spawn to the garage like it is before the doors blow. Spawn waves need to be in to stop a constant resupply of defenders as well.