Trainyard


(DarkangelUK) #81

Ok gonna weigh in on this map as it’s been pissing me off lately.

The last objective… wtf… wtaf

Defense spawn and have a 10 sec travel time to make it to the objective, offence spawn and have 5 - 8 secs travel time to the cores, then another 10+ sec travel time to the capture point for those cores depending on route, then another 5 sec delivery time for the cores, and one of them forces you to face the enemy exit point to deliver it, and there’s 2 bloody cores to deliver… who in the bloody hell thought that was a good idea? No honestly, did no one in an SD meeting look at that last objective and raise any concerns what so ever!!! It’s the most idiotic map design ever and I cannot comprehend why it got so far. Scrap the last stage and re-do it completely, it’s bloody stupid.


(Mustang) #82

It was definitely better in previous iterations.


(jazevec) #83

You can set up really nasty crossfire on the last objective. One person at MG, another via bridge, the rest through roof. It just requires coordination.


(Erkin31) #84

Since the last patch, I find hard to discern orange players on multiple areas of the map. Example : The orange wall at the right-front of the first objective.
Sometimes, I just don’t see an enemy in front of me.

I tried with colorgrading to 1 and 2, I still have this problem.


(Szakalot) #85

[QUOTE=Erkin31;529198]Since the last patch, I find hard to discern orange players on multiple areas of the map. Example : The orange wall at the right-front of the first objective.
Sometimes, I just don’t see an enemy in front of me.

I tried with colorgrading to 1 and 2, I have still this problem.[/QUOTE]

what does the colorgrading do, actually?


(Erkin31) #86

It changes the general colors of the game (I doesn’t know how to describe it better in english :slight_smile: )
The base value is on 1, by setting this option to 2, this improve the lisibility of the game for me.