map balancing


(Sandpuppy) #1

is it just me or does the advantage of the first move feel especially huge on train station?
the possibility to block one of the narrow ways into the deployo-cover and set up a defense in the score-area is a bit too far within reach, I think the starting point of the starting team should be moved a little backwards or openening up the exist of the bridge on the “second-move teams” side could help (moving onsided cover facing the scoring-are at the end of the bridge one square backwards, creating a box like cover on the bridge and a not so blockable exit)

and market may need some way to break a tie, it is exhausting to circle around within the score are if both players have 2 or less men standing, both rather equal in health


(Crozzton) #2

It’s only an advantage if player 2 takes his turn as if he was first. As second player you advance with caution and you can turn it into your advantage instead


(Sandpuppy) #3

hmm to me on train station it just feels way to easy to take cover and hold the scoring area

the second player cannot tell which path gets blocked before he decides which way to send which troups, since both sides can be blocked if the commander moves straight down. maybe we should play some games so you can convince me :slight_smile: - even though I take my experience from random map games, and I am only lvl 29 and lacking a huge arsenal, so it might help if you put together a fast team especially suited to that map

but it is just a feeling and I am still rather new to the game, so I am happy to be proven wrong :slight_smile:


(Crozzton) #4

He will get the area first and that is more than fine by me. He needs it for 5 turns. That gives me plenty of time to run around and dot him up without letting him hit me. Then you set in and pick a soldier at a time at hit and run and when he has the 4 turns of control all you need is a foot in the area ( make sure he can’t push you out or kill you) ill assure you it
Is him on his heels now. Feeling the hurting dots and almost full control he will make mistakes. And if he doesn’t you just hit run him dry of soldiers. Ofc you need to adapt to whatever. If he suddenly storm you you just back up just as fast
Giving the dot a turn more :slight_smile:
Anyways add me and we can have a few on the map so you can try it out intensively as either first or second :slight_smile:
At work so might be some gaps in time :slight_smile:


(j4b) #5

Feel the same, specialy with online opponents on higher level.


(Sandpuppy) #6

got mixed up an changed it now, ment train station in my second post, not market. & thx - I sent u a friend request, happy to try some rounds on train station :slight_smile:


(ChaosPinhead) #7

I’m on train station now with someone and were in a stale mate. He won’t advance or he will die and if I advance I will die first. Neither of us has moved more than 1 square in 2 days.


(Crozzton) #8

Make a damage dot start on turn 30


(Catnadian) #9

Is there a hard limit where the game decides there’s a draw, or could you ping-pong turns together and have a 200-turn picnic on Train Station?


(Desparado) #10

[QUOTE=Crozzton;419490]He will get the area first and that is more than fine by me. He needs it for 5 turns. That gives me plenty of time to run around and dot him up without letting him hit me. Then you set in and pick a soldier at a time at hit and run and when he has the 4 turns of control all you need is a foot in the area ( make sure he can’t push you out or kill you) ill assure you it
Is him on his heels now. Feeling the hurting dots and almost full control he will make mistakes. And if he doesn’t you just hit run him dry of soldiers. Ofc you need to adapt to whatever. If he suddenly storm you you just back up just as fast
Giving the dot a turn more :slight_smile:
Anyways add me and we can have a few on the map so you can try it out intensively as either first or second :slight_smile:
At work so might be some gaps in time :)[/QUOTE]

True story… >.>


(EL-CO) #11

I’m the one saying that there is a first player advantage at least in some maps for a long. The first player can easily block the bridge with deployo-cover, and concentrate to the other path. You can set mines, use Dee’s riot shield etc. There are many obstacles in the central area and it’s not easy task to hit and run for the 2nd player. I think two of the new maps (Westminster and Suburbs) have similar problem although I’m not so sure as I haven’t play those maps enough.

I also think that there should be some draw after 20 turns or so. Market with 2 medics on both sides can be a deadlock.


(Crozzton) #12

Think a dot should start dealing damage after 20 rounds or let the rocket explode and let the winner be the one with the most HP

And I actually prefer to go second on all maps tbh


(EL-CO) #13

OK, let me challenge you as I would like to test. Can be a good workout for the tournament.


(Crozzton) #14

:slight_smile:
You are the only one I haven’t beaten yet

To correct myself it should have read almost all maps.