Page 1 of 1
Route E-106 Feedback
Posted: 2018-02-08 12:51
by Menuen
So in last version you changed spawn delay on route for heavy assets from 20 mins to 40. In my opinion that was bad idea. Before you get the tank rounds ends or its close to the end. The better idea is to have assets delayed 15 minutes but with out respawn.
Re: Route E-106 Feedback
Posted: 2018-02-08 23:51
by X1 Spriggan
Thanks for the feedback.
TLDR: I'm thinking of dropping the Hind and shrtum back to a basic 20min delay with respawn, the T-90 remains as 40min delay; and for the Polish 1 of their tanks and the AAV will also drop to a 20min delay with the other tank remaining as 40 min delay. Also might add another 100 tickets for both sides to have rounds last a bit longer.
The basic idea was that really long delayed spawn would act as a reverse of the "instant start, no-respawn mechanic. The map was always supposed to be an infantry centric but adding heavy assets towards the end of the round seemed like a fun idea for the final fights. However, because the map is so "small" tickets burn through very quickly and after the 40 minute mark, rounds have been ending nearly 10 minutes after those heavy assets are spawned, which can be extremely frustrating for players who were waiting for their vehicles to spawn in the first place.
Previous iterations of the map's GPO has shown that heavy assets if given too early just dominate the arena which can snowball rounds out of control, even when given no respawn. And I'm too stubborn to give this map a basic symmetrical GPO. The real problem is that this map was designed to be a 4km map and I'm cramming a lot from what I like about large forest maps into this small 2km map and it has been simply hard to balance and make it play the way I want to. Simply, it hasn't been playing like many other PR maps.
Re: Route E-106 Feedback
Posted: 2018-02-28 15:13
by Filamu
I really like the map. The terrain is good, with lots of micro terrain as cover. Even if it is kind of bad driving on.
The forest is fairly interesting, with clearings, houses ect. That it plays different may be a good thing too. That the BRDM2 and cas that could snipe off dutch trucks weren't great at the start, but I enjoyed the preparation and work that had to be put in to fight the T90 at the start. But probably not great if the teams are bad ofc.
Somewhat weird, but what if the tank was placed in M1 with a long run to it? To give extra prep time.
Could have std be normal light assets, alt having a tank at start, and inf just be trucks. Would make it a map with very varied gameplay based on layout. A tank on alt would maybe make admins consider balance before selecting it so it would play better.