speed E.V.


(Winnie) #1

EV maps (Whitechapel and LondonBridge) seem too long to attack. Almost 10 minutes without defense. Could not we accelerate the EV?

accelerate the overall speed of the EV?

accelerate the speed of EV based on the number of attackers who interact with him (like TF2 wagon)?

Other alternatives?


(zeroooo) #2

would be 2 easy and would make the game better,

so SD says --> NO! :smiley:


(Anti) #3

[QUOTE=zeroooo;445254]would be 2 easy and would make the game better,

so SD says --> NO! :D[/QUOTE]

We’re doing some experiments with this sort of stuff internally at the moment, so we might do something :tongue::wink:


(Volcano) #4

the longer the ev is in motion the quicker it gets maybe, would also like to see the ev section stop at the bank but thats for another thread ill make later on


(zeroooo) #5

lol… this was said already 2 months ago, now u have the idea to do something? … oO


(scre4m.) #6

guiding the EV is as boring as hell most of the time.
Especially in comp games where ppl are already fighting for the barricade one player stays at the EV and has some time to finish his coffee or do his tax declaration. Such EV “runs” are reaaaaaaaaaaaaly boring.

Especially on LB I’ve seen this multiple times now.
Whitechapel has some more tense fights on the EV, but for LB it’s just too much time at that vehicle. Too monotonous imo. Might also be one of the reasons why many players here ask for vote options. Just to skip London Bridge.


(Winnie) #7

great news! Just want to test this.:slight_smile:


(MrFunkyFunk) #8

Always prefered a speed based on the number of players on the surroundings of the obj. I do hope you’ll test those changes.
It brings more tactics to the table: More people on the EV for a faster speed at the risk of vulnerability or fewer but with scouts securing the path for a safer & steady progression.

(On a side note, personnal preferences: a) more space to move around it (cf maps design threads) b) no full escort maps c) from a story pov, I don’t get why this modern piece of machinery doesn’t fire at the vault wall as soon as it reaches the bridge, there needs to be some sort of faulty aspect apparent (failling turret / highly volatile explosives that needs to be carried at slow speed / etc) to the players to justify why you need to push that piece of junk till there’s a 5m gap between the EV & the wall.)


(potty200) #9

The EV annoyed the hell out of me. Slow to build, move, damage and a pain in the arse to move past.

Just a few things I dislike about it right now! :slight_smile:


(Anti) #10

We have a small team and lots of new features to do, you lot have many 1000s of ideas :tongue:

Yes the speed has not been ideal but it wasn’t game breaking so we focused effort elsewhere. We are still in alpha after all :slight_smile:


(Rex) #11

The problem with the very slow moving EV is, that’s impossible to set a fast time especially on LB. Even if you completely dominate the opponent team.

Good to see you considered to bring in some changes now! :slight_smile:

I think you talk of pub play here, but if LB takes 16-18mins without any stops to finish then it’s definitely game breaking, at least for competitive play.
You shouldn’t be punished by the ‘map’, if you are the better team.


(acQu) #12

Would it be too hardcore to demand to throw out Whitechapel from the mappool? I think the reasons are quite obvious, especially the first part, the church, and the last part of the map are just horrible. Yes, the map looks cool and stuff, but it is too linear and non-optional.

EV escort missions are minor compared to this. I wouldn’t touch one hand on the EV speed before not fixing the structural layout of most of the maps. Some have more problems (Whitechapel) as others, but there needs to be more options, side routes and less windows and horrible choke points you need to get through with more than 10 different points of exposure. Or maybe call these exposure tokens or 360(horizontal degree)/45 (vertical degree) token of exposure. Should be reduced to mainly 180/10. Ah those map-theories :slight_smile: Don’t ask me what it means :smiley:


(BomBaKlaK) #13

[QUOTE=acQu;445298]Would it be too hardcore to demand to throw out Whitechapel from the mappool? I think the reasons are quite obvious, especially the first part, the church, and the last part of the map are just horrible. Yes, the map looks cool and stuff, but it is too linear and non-optional.

EV escort missions are minor compared to this. I wouldn’t touch one hand on the EV speed before not fixing the structural layout of most of the maps. Some have more problems (Whitechapel) as others, but there needs to be more options, side routes and less windows and horrible choke points you need to get through with more than 10 different points of exposure. Or maybe call these exposure tokens or 360(horizontal degree)/45 (vertical degree) token of exposure. Should be reduced to mainly 180/10. Ah those map-theories :slight_smile: Don’t ask me what it means :D[/QUOTE]

I like this map but I’m agree about exposure and :

  • EV is dam slow
  • There is no fight at all in the chapel most of the time due to defense spawn location. There is no “Doc run” at all with the data-cores (one more time Carrying design objective is not really effective)
  • Last part is not really fun to play …

(acQu) #14

I find Whitechapel also good and very beautiful, but has definitely more potential from structural pov. I drew up some ideas for the first part of this map: http://forums.warchest.com/showthread.php/33743-White-Chapel-Feedback?p=445308&viewfull=1#post445308

EV speed is too slow imo also, i think everyone thinks so too :slight_smile:


(INF3RN0) #15

To add to this, what about contestable side objectives per zone that speed up the EV from its current speed (constructable, hackable, etc- and of course can be sabotaged)??? It would also help to spread out the action and give another class a purpose on these objs. Just an idea.


(Protekt1) #16

I’d like to see EVs speed increased but give them wheels/tracks/whatever that can be damaged that will cause it to slow down until repaired.