[R-DEV]Outlawz wrote:Hmm, for Skirmish, I can either add RP spawns at the village, so it starts there and you don't have to run to it, or use another area of the map that is more balanced, like one of the forests?
Don't. Keep the village, the problem is that the valley is used at an angle which encourages snipers to sit at the main spawns and target the large expanses of grass leading into the flags. Qinling Skirmish has the same problems.
The most ideal change would be to simply switch the spawns on the left/right hand sides of the village, so the snipers and whatnot would be forced to move up to the left/right hand sides near the treelines, whilst being exposed to fire from the village.
Ideally though, HATs/Snipers would be completely disabled from skirmish layers.
Screenshots outline what I'm saying.
The current situation, this screenshot is taken right outside the PLA spawnpoint, which encourages AR's and long-range kits to rack up kills on Russians coming from their spawns, and vice versa.
Russian spawnpoint, of course it could be closer or further away, with some tree cover to protect the area around the crate.
Proposed Chinese spawn, here we see an open area in the rice patties but there is enough terrain around the sides to protect from enemies up on the sides of the forests.
Although the spawns are pretty open, putting out of bounds areas up to the sides of the village to funnel everybody into fighting in the village could be really interesting, in the same way some PoE2 maps did in Orel and Lutsk.