Second Attacker Advantage...


(montheponies) #21

[QUOTE=Sun_Sheng;516522]Just to throw a bit of a moan into the equation … I was getting particularly wound up the other night and gave up after a couple of rounds, basically because everyone was playing TDM and nobody was doing the objective. I think it was Bridge in particular where about 10 minutes in and something like 15% of the ev had been repaired and as far as i remember I did that myself. It was pretty much the same on the next map, and then about 5 minutes from the end, everyone suddenly decided they wanted to do the objective because they realised time had run out.

In that context, the problem could be more one of player attitude and the overall game design i:e nobody playing the objective, rather than a problem with the map design or choke points, spawn times, etc[/QUOTE]

It suggests a lack of interest in the objective type (who the hell wants to sit static for 2min staring at an EV). Previous objectives, doc runs, flag capture or Dyna plants were fun the latter moreso because the dynamite was an object in itself so you had complete freedom on where to plant, including awkward places. This coupled with the classless structure means no one is particularly meant to do it or interested…leading to TDM.


(Protekt1) #22

[QUOTE=Anti;510181]Some data from the last three weeks, psychology is a powerful thing :slight_smile:


There are many things we can do to balance this out, even just by posting this image and having the reasons for it being discussed there is a good chance it’ll level out some more, “well ****, I’ll try harder if I attack first now!”.

As an example, something like an average completion time stat for each map/objective would give the first time attackers a much better target to chase, just as cricket teams in real life know good ‘runs per over’ rates to aim for.

The disparity between the maps is quite interesting, but without ranked matchmaking right now these stats are very prone to being skewed by randomly skill matched teams.[/QUOTE]

It would also be cool to know how much better or worse you are doing than the average at any given time during a match.


(Glottis-3D) #23

just fix the maps,

  • get rid of chokepoints,
  • fix travel times, and spawn times.
  • get rid of ‘moving spawn’
  • re introduce forward spawns
  • re scale all maps - they need to be bigger like 1.1 - 1.2 times than they are now

i wish next update i see all maps in a re block out versions.

BRIDGE:
1st bridge - total reblock out (you cannot move object from place to place without moving the entrances to it as well.)
2nd - more routes like in Chapel
3rd finish the alt-bridge version it was nice.

CHAPEL.
1st OK
2nd forward spawn instead of moving spawn (it doesnt work with EV)
3rd fix the last spawrape issue OR make a proper docrun with a steal&run flavour

TRAINYARD

  1. redo the layout. 2 crossed lines do not work.
    2nd. make secondary matter. and enlarge the scale. move building(s) away from the OBJ.
  2. fix the spawn rape issue. other than that - OK

(Sun_Sheng) #24

Agreed. I think it’s one of the problems with data, that it’s only valid in context. Looking at the way those games were going you could easily draw the conclusion that there was a chokepoint that needed changing, but in reality, if nobody is doing the objective to move the game forward, that needs an entirely different solution