sobo said:
apparently the def needs another weapon than minigun to start with or it will become too spammy. a less spammy weapon like the sniper rifle to replace or add to the weapon pool there would be nice.
Id rather have a large lift in the last room than boots, large and slow enough to allow for some fighting ON it
I also think it should be tested 6v6 and not 3v3 on publics with 50% not knowing the layout/weapons.
well i agree with you about the weapons. my planning was to put a pulse gun in the right hallway of the def spawnplace (around the middle of this hallway) and in the other hallway i would like to place the rocketlauncher (in the middle aswell. i could sepprate the 2 ways from eachoter with a simple wall, this would force defence into 1 hallway, so half of deff has "mini+pulse" and other half of deff has "rocket+mini" + the weapon that they can grap where they spawn e.a. biogun at warhouse
(i think a sniperrifle would make defence to powerfull, as they have sniper on the castle and attack brings a sniper to defence occasionally.
i also had the planning to remove the spaceship and move the attackers spawn into the first cave, so attackers will get out of the cave faster, but i wanted to replace the flakcannon there with the pulsegun aswell, i also think some miniammo and sniperammo for attack would be well placed there aswell.
between warhouse and cave i would place a shockrifle, but because it has some distance between defence spawn and the side where attack becomes bigger defence will be less organized (a bit the same as in desertstorm at underground) and when attack captured the key, they have next to only a silly bioweapon a shockrifle
the next obj. "cavedoors are opening" has a much smaller radius now, which makes it more an objective to get, i think this fortstandard was meant let launchers/jumpers prevent from getting the cannonballs to easy (they only can enter from above when key isn't taken yet)
now this will be a objective like the the first real objective in ballistic (reaching the first maindoors, air strike on it's way), you first need to reach it properly before it opens, this will add another objective to the map (i also would like to delay those doors
next objective will stay as it is (catapult), i only moved some spawnpoints more upfront (for the attackers) so some will walk the way round the middlemountain, and some use the catapult
in the pound inside i placed an extra ripper and added some mini and sniper ammo and i am planning to delay the bottom door (before the tydium crystal) with about 20 seconds, defence can adept better now, and can actually use the last run (there i placed a shockrifle, so defence can try to defend last passage with some shock spam
like the heart in golgo...
oh the ripper for attack will be there to rip the crystal....
indeed the slow lift is a good idea sobo, slow is good because it wil punish you for taking a route that defence don't spam so much
i have tried for a few minutes to fix the deathzones, but i didn't find it out yet, but i would like to see some comments on this post though