MadMax said:
How to kill Assault imo...
Totally agree. Completing in order - my ass.
The objective is the
final objective, all else is decorations. How u get it is entirely secondary, but u *may* choose to get all the secondary objectives in order first. 'cliffy' seems to be the kind of noob who cant stand that ppl think for themselves and thus forces him to not just cover the objective that is currently next 'according to design'. Maybe he just plays too much with the bots offline and doesnt get out much and meet thinking opponents online. I mean, Mazon must be a complete nightmare for him. Ppl with even minimal skill can get reactor door+crystal before chains... good lord better write some code that locks those 2 objectives until chains are gone....
Limiting hammerjumping to counter "hop to unexpected parts of the levels"? Even most standard maps have at least 1-2 places where the design almost says 'look at me, im just the right height for a single hammerjump so u can take this route instead'. Examples: mazon gate+chains, hispeed cars(roof height), guardia garage door switch, overlord in the cave, oceanfloor high walkways, whole bunch of jumps on frigate, rook (proper jump from steps to lib-switch).
Not to mention most custom maps have some features put in just for launch opportunities. Saying that *that* isnt part of the design and is a bug is just complete wank.
Imagine what would happen if the jump+launch capabilities of the hammer were removed from the league and the roxlauncher couldnt launch either. Maybe some of u really oldschoolers knwo what it was like before lauches&hammerjumps were discovered, but i think most of us would find the game will lose its appeal for the great majority of current maps.
But if u go trippin about this meaning u have to fight your way in 'like ur supposed to' (like those excusing hidecarcasses), just f0 to somewhere else like DM (& LMS, DOM, CTF) if fighting is all u want. U all know many maps would end in 2x full def ties without launches.
And do u for one second really believe this makes it better? No matter the amount of signs and shit, prevention of alternate routes, etc. the 'ignorant hordes' wont get the clue and will be thoroughly run into the ground unless they jsut have to use mindless spam like guardia doorspam. Dont waste yourself thinking ur doing them a favor. Do a training map where they can be taught familiarity with the assault/gametype-specific aspects, like objective types and basic strategy. Never on full maps. There u need the hard school without someone to hold ur hand.
Forget those 'did you know' style hints like those vague tips e.g. displayed while loading ons-torlan. Script a demonstration for some map and have it run through the possibilities - with *detailed* explanations, thatd work better by leaps and bounds and be far less annoying (can *you* get rid of those mapload hints?).
Your appraoch to assault reminds me of a thoroughly evil principle that was once the norm in our schoolsystem, though i dont expect u to know about it: What not everyone can learn, nobody may learn. Im reminded of it because u seemingly want to neuter all attempts at creative thinking - "do it this *one and only* way or not at all".
Oh btw cliff: levels are something u get in tetris. Call it a map or scenario, but not level...
"When an objective is complete you have the option to teleport to the next/new spawn point." Hmm, yeah, didnt i see this thing somewhere before? Nah, We just suicide/die and get the new spawnpoint. But seing that *all* the standard(i.e. not custon) assault maps always make attackers use the same spawnpoints all the time *except* overlord (boilerroom), i can see u think thats a new thing.... dont mind u want to market ur product, but its too cheap to call a old feature new "sweetness".