thomasito • PM |
May 26, 2010 4:51 PM
|
Thomas!to*
![]() Posts: 221 |
a raptor? don't get it
![]() are the bridge-nodes still linked? they need to be unlinked otherwise the tricky players keep attacking that bridge node and after getting it trying to choke the others by getting the primaries... unlinking the bridge-nodes will bring the game back to the whole map! i consider this to be what you want. a fight about every node... (otherwise: 1 deemer to destroy bridge node, build it quick - 2nd deemer between primaries --> boom) ![]() |
vk__ • PM |
May 27, 2010 12:19 AM
|
VK!*
![]() Posts: 460 |
Yes they are still linked, don't u like it then? I thought its is a good way for the battles on the bridge and for a comeback, what is ur idea.
The 2 extra deemers are in the back of the cores not so easy to get, because it's hard to get bridge node back, now with deemer it's easyer. Maybe
Last edited by: vk__ May 27, 2010 12:24 AM
|
thomasito • PM |
May 27, 2010 2:18 AM
|
Thomas!to*
![]() Posts: 221 |
well, the other day i played the map with about 16 players... but i was the only one of my team who went up that bridge node and had to fight against elect, mishutka and 2 other dudes who kept attacking that node - making it impossible for me to build it... i was able to destroy it, kill em and start to construct it - but seconds later at least 2 of them arrived again if not more.
ofc i told my team to help me - but they didnt. so i played 30mins on that damn node, making it pretty tiring and limiting my options of gameplay =/ so either you unlink the bridge nodes - which would make a comeback less likely possible indeed... or you build stairs from there to the core!!! (cuz now with the stairs to the side all the nubs dont find it =/ ) ![]() |
cz_mawa • PM |
May 27, 2010 3:26 AM
|
CZ_MaWa
![]() Posts: 41 |
I prefer to leave the bridge nodes linked. It is very good for comeback, as I see yesterday. I think that it would be more static and boring with unlinked nodes.
And also, I suggest to remove all vehicles. Or at least hellbender, because it is too much powerfull for this map, if it is stopped at the good place and just shooting mines forever. Tanks and mantas are easy kills but with hellbender and his skymines...very hard. |
salko • PM |
May 27, 2010 5:23 AM
|
salko
![]() Posts: 17 |
Please put Leviathan to this map, or two Minos on both sides. And Cicada missing!!!
![]() Ok, only joke... but map is great, good to play for me. Good job, VK. |
kentaro • PM |
May 27, 2010 1:02 PM
|
Kentaro
![]() Posts: 205 |
Please mate, remove the hellbenders!
They're very fooly in this map (we saw this today). |
vk__ • PM |
May 27, 2010 1:31 PM
|
VK!*
![]() Posts: 460 |
Yes, i was there and saw it, but i dind't won it, but ok.
![]() I keep the bridge link setup, now it is way better than before with the shorter building times. And the action is very mixed. Not only on bridge now. The tank respawn time is better. Yeah there is some hellbender laming. Going to change that. Elect also requested a second ring around node 7 (Sounds fair XD ) (not)
Last edited by: vk__ May 27, 2010 3:38 PM
|
foibos • PM |
May 27, 2010 2:42 PM
|
Foibos
![]() Posts: 551 |
Hm, it's a challenge to take down some guy laming in Bender, I don't think they are so unacceptable there. If you wanna waste that map, do everything what anyone want or don't want there. I'd like to have the WSG Nuker in every locker! Pfuuuhhhh!!!!
|
thomasito • PM |
May 28, 2010 12:05 PM
|
Thomas!to*
![]() Posts: 221 |
so i played the new version with crowded server today...
my observations: - above all, the hellbender lamers still sucke. they even ended up on top of the other team.... i mean i and others took some time to kill them at times and yes it can be done and is no challange, but they just wait until the bender respawns and do the skymining over and over and over again. and you really cant expect to keep firing at the hellbender all map through. - the raptor didnt make it down from there AT ALL.... manta was also quite useless , they got some kills but mostly the driver just crashed into a wall or run into skymine, flak or rocket - mines --> still totally lame and not necessary here. 3-4 enemies gathered and spammed the bridge node (even when it was unlinked !!!) - many still dont find the bridge nodes and just run past them, as well as the side node that is close to the ceiling and hangs in the air - they just dont see it. - tank was shot down quite quickly, it's good as it is now - 3 redeemers also spice up the thing and make comeback more likely possible. good choice and i also like the location u put them in base. nevertheless with few objections the map is very fun. spammy - but fun. =) ![]() |
crusha_k_rool • PM |
May 28, 2010 12:21 PM
|
[GSPB]Crusha
![]() Posts: 926 |
Agree with Thom, so I can save typing work.
The ventilation seems kinda lame though, at least in it's pure darkness. Placing some decorative lighting there could be good. I usually use the linkgun to get me some light there, but someone with dynamic lighting disabled needs to rely on radar map or blind running into the walls. It just don't feel right. Can't wait to have it scaled up, it's just so frustrating in it's current version to get killed by random skymining/flak spamming/rocket spamming/spidermining. You can try as hard as you want, but no chance to dodge even the badest noobs. I ragequited the game before the map was over. ![]() |