my ideas to make container city balanced


(stanley35) #1

So i thouhgt id let you guys know how i feel what splashdamage can do to balance this mission:)
Lets start off by putting the most obvious one out there:
1.Make the defence spawn timer alot more like 30 seconds maybe alittle less then that
2. Make the offence’s spawn turrets right at the two openings at the spawn so all the defending teams can’t camp right up next to the spawn(if you can do that)
3. Make a heavy a walking meat shield i bought this game thinking the heavy is going to have so much power and so much health so it can defend objectives or break through enemy set ups instead its only one or two bloody pips more then the medium what kind of difference is that? This also means that you need to make the lights alittle faster to balance that out. The heavy will then be useful since they can go and plant the bombs or defend the bots more easily.
4. That adrenaline buff does nothing you get a boost of invincibility for 2 seconds you cant even start placing a bomb down or start repairing something in that time so i say make the adrenalie boost atleast half the time it is to plant a bomb or plant a hack device. To balance it how bout it drains you of all your supply pips and the cool down is a whole team cool down so you cant jus go do a med train and jus keep on spamming the adrenaline on one player to mow through everyone. Sorry about my tangent but the adrenaline is relavent so someone can go and plant the bomb because the first objective of container city is probably the hardest objective in the game or atleast its up there.
5. IF and only IF we get the door to explode on the first objective, the timer doesnt even add time and sometimes this objective take like ten minutes to complete becuase all of the time the defense is just spawn trapping my team. So when the offence explodes the gate you should get more time on the clock

Remember these are my ideas tell me yours and maybe tell me what is wrong with my ideas in a civilized manner i still enjoy this game alot i just hate the offence side of this mission because of the spawn placements.-____-


(iezza) #2

And, i use this a lot, shamelessly. maybe remove the upper walkway which lights can get to. just go there as a soldier with ma barnett and greeneye snipin the bitches. ooh yeah! :stuck_out_tongue:


(Kazang) #3

Yeah or at least make it so anyone in that walkway can’t shoot down the stairs or at players legs before they can see the player in the walkway. Or just make the walkway open, not closed in with tiny windows.
On the left stairway there is a stupid thing jutting out that blocks view of the walkway for the guys coming out, but not those shooting in.

It’s just terrible in general, defenders have so much cover and a wide open arc to shoot from, attackers have no cover, have to fight uphill through two small choke points.
… the map makes me sad.


(iezza) #4

[QUOTE=Kazang;308761]Yeah or at least make it so anyone in that walkway can’t shoot down the stairs or at players legs before they can see the player in the walkway. Or just make the walkway open, not closed in with tiny windows.
On the left stairway there is a stupid thing jutting out that blocks view of the walkway for the guys coming out, but not those shooting in.

It’s just terrible in general, defenders have so much cover and a wide open arc to shoot from, attackers have no cover, have to fight uphill through two small choke points.
… the map makes me sad.[/QUOTE]

I feel sorry for those people that cant get through it thoug. YOU NEED TO FLANK! when im attackign i flank and i do it well. i can play it and win it. i have a 80% succes ratio in that attacking AND defending, i never see teamates come up with me on the walkway though, its not that secret. Barnett greeney muzzle break speed and Fr34k underbarelled noobtube, greeneye, dual taped mags and myuzle break with soldier+ molotovs = saturate with explosives, get Easy one hit kills.


(Kazang) #5

It’s even for the opening moments of a game, the security can actually blow the gate before resistance really gets a defence up if they are organized.

But if that doesn’t happen and resistances gets into the walkway, and gets some turrets up in front of the gate security can’t get realistically get up past the stairs unless the defenders are just terrible.
Once security get pushed back to the stairs, it’s over.

I can see how this wasn’t noticed in testing as I can imagine the gate always got busted right away and opened the game up.
Map probably works ok for match play but has terrible design flaws for public games.