Trainyard third objective as an attacker.


(insaneCylinder) #1

To me it feels like the third objective as an attacker on Trainyard where you are supposed to deliver two packages (emp charges?) is too hard for the attacking team.

I have managed to defend this objective successfully in a 3Dv6A game.
I have also several times failed to complete this objective as an attacker in stopwatch and then subsequently shut out the other team from the first objective (C4) in the second round.

Maybe I have only had poor games, so has anyone else here felt the same thing?


(Reddeadcap) #2

Its strange but I’ve never felt like it does, there are times where the attacks deliver quickly, they don’t or its a stomping ground for the defenders, it tends to be general player co-operation really, voice chat helps and teammates listening helps even more… Now if only people would have easy to pronounce names and didn’t end their names in “twitch.tv” for no reason, along with generally being assholes sometimes…

All in all its pretty balanced, if people cooperate, and if they don’t, why do they install the game? I’ve remember someone angry that there’s n o KDR but a kill/death counter that’s subtly placed between your name and score, yelling as to why I had a better score than him, reason? Because ss skyhammer or sawbonez id practically force feed people health and ammo packs while on them, defibrillate everyone like ny life depended on it, kill mostly people near objectives or to defend a revivable friendly, repair and bomb objectives and even as my most hated class I’d throw heartbeat sensors like their candies on Halloween, that’s why, to quote The Rock “Know your Role.”


(insaneCylinder) #3

[quote=“Redcap;8863”]Its strange but I’ve never felt like it does, there are times where the attacks deliver quickly, they don’t or its a stomping ground for the defenders, it tends to be general player co-operation really, voice chat helps and teammates listening helps even more… Now if only people would have easy to pronounce names and didn’t end their names in “twitch.tv” for no reason, along with generally being assholes sometimes…

All in all its pretty balanced, if people cooperate, and if they don’t, why do they install the game? I’ve remember someone angry that there’s n o KDR but a kill/death counter that’s subtly placed between your name and score, yelling as to why I had a better score than him, reason? Because ss skyhammer or sawbonez id practically force feed people health and ammo packs while on them, defibrillate everyone like ny life depended on it, kill mostly people near objectives or to defend a revivable friendly, repair and bomb objectives and even as my most hated class I’d throw heartbeat sensors like their candies on Halloween, that’s why, to quote The Rock “Know your Role.”[/quote]

Teams that cooperate versus teams that do not is going to have it easier on every map.

Teams that do not cooperate however, seem to do just fine on pretty much any objective other than this one.

It seems to me that you are ignoring the discussion of this particular objective to instead encourage team play, which is completely irrelevant to this discussion.


(Reddeadcap) #4

[quote=“insaneCylinder;8868”][quote=“Redcap;8863”]Its strange but I’ve never felt like it does, there are times where the attacks deliver quickly, they don’t or its a stomping ground for the defenders, it tends to be general player co-operation really, voice chat helps and teammates listening helps even more… Now if only people would have easy to pronounce names and didn’t end their names in “twitch.tv” for no reason, along with generally being assholes sometimes…

All in all its pretty balanced, if people cooperate, and if they don’t, why do they install the game? I’ve remember someone angry that there’s n o KDR but a kill/death counter that’s subtly placed between your name and score, yelling as to why I had a better score than him, reason? Because as skyhammer or sawbonez id practically force feed people health and ammo packs while on them, defibrillate everyone like ny life depended on it, kill mostly people near objectives or to defend a revivable friendly, repair and bomb objectives and even as my most hated class I’d throw heartbeat sensors like their candies on Halloween, that’s why, to quote The Rock “Know your Role.”[/quote]

Teams that cooperate versus teams that do not is going to have it easier on every map.

Teams that do not cooperate however, seem to do just fine on pretty much any objective other than this one.

It seems to me that you are ignoring the discussion of this particular objective to instead encourage team play, which is completely irrelevant to this discussion.
[/quote]I think I went a bit on a tangent there the other night writing half asleep but I’ve never really seen the objective as too unforgiving for the attacking team, the objective is placed in a rather decent distance, what I could imagine is a possible third route near the one where players jump in through a window via planks, what I was trying to get at is that for me it hasn’t really felt like it was the maps fault that we’ve lost, or the fact that the crate is at an angle exposed to the enemy spawn and that it would lead to better cooperation between players rather than the map itself since the distance the defenders would have run is somewhat similar to the distance the attacker’s package is dropped, give or take a few meters.

Thats why I put more emphasis on it being player cooperation rather than the map being a bit tough on the attackers.


(Zenity) #5

I find that most maps have pretty challenging last stages. I don’t think it’s a big issue, and somehow I think that attackers will do better when the game is out and the general level of aiming is much lower. Right now you just get a lot of fraggers on both sides, which makes it hard to push. Those on your side will be unwilling to sacrifice their lives, while those on the other side are making your life much harder.

In competition we will see much more organised pushes so it could be very different. Also it’s good that stopwatch keeps track of the individual completion times, so you can win even if both teams hold (that was a big issue in ET and why maps had to be modified to be more attacker friendly).


(Szakalot) #6

stopwatch maps should always be attacker friendly. The most exciting ET SW games always included the faster maps (radar, beach, base, supply).

When both teams can conquer each other’s defenses in ~5 mins, its all about clutch plays. Stopwatch on maps like fueldump or etmain goldrush would always be an insane grind, typically the better team fullholds the opponent, and manages to complete all objectives in under 30min (!)


(Glot) #7

[quote=“Szakalot;16598”]stopwatch maps should always be attacker friendly. The most exciting ET SW games always included the faster maps (radar, beach, base, supply).

When both teams can conquer each other’s defenses in ~5 mins, its all about clutch plays. Stopwatch on maps like fueldump or etmain goldrush would always be an insane grind, typically the better team fullholds the opponent, and manages to complete all objectives in under 30min (!)[/quote]

yes, clutch matches = seconds decide the winner -> faster maps -> attacker bias.