I agree on Return ladder, but for the rest.. nahh
I agree on Return ladder, but for the rest.. nahh
Here's how I think siege could be made a lot more fun, first of all, make people spawn in waves, make those waves by 30 seconds for attackers, and 30 seconds for defenders, make balance work so attackers get twice as many people as defenders...No, just no. All I have to say besides that is attack generally always wins unless the defense is all strength plate crutchers or the attacking team is full of morons. As of the current siege defense should have more players becasue of the 30 second spawn time
No, just no. All I have to say besides that is attack generally always wins unless the defense is all strength plate crutchers or the attacking team is full of morons. As of the current siege defense should have more players becasue of the 30 second spawn timeAin't sure if you're aware of this but, my suggestion would actually give defenders a better spawntime ratio (due to only having one third of the players on the server but on the other hand spawning equally fast as attackers).
The time on siege spawns is fine in my opinion just the spawn location needs to be fixed. You always spawn away from the flag so its almost impossible to stop the attackers from capturing the flag. Also on one map I played on I spawned right next to about 7-8 enemys in front of me and about 5 behind me.Read my entire suggestion before turning down one part of it, 99% of all good defenses would build a forward base near their flag.
With the current maps most of the problem is people don't identify the actual choke points for the map.That's my first cRPG map - Foothold. The name is intentional, the attackers are supposed to take the front wall with relative ease :rolleyes:
I've forgotten the name of the map but it has a 2 tiered wall with a flag in the court yard 2 portcullis gates and a back door.
One ladder goes up onto the first wall section and a siege tower goes up to the first section as well. People always crowed the first section for some reason. It really doesn't work because if they push the back door you have haul arse across the whole map but more importantly it's really easy to get overwhelmed on the first section.
If the defence team lets the first section go and just holds the second tier at the ladder, the small stairs and the back door they should be able to win nearly every time ignoring of course the possibility that the other team will just be loaded with much better players. Only the back door allows more that one person at a time to get in but it can be surrounded from three sides + there are 2 points for range to fire from safely to cover the door from the outside and from the inside.
The other 2 locations have a tower that over looks them both + 2 other points that over look them independently. 3 Great mauls and some quality range should be able to shut that shit down 99% of the time.
That's my first cRPG map - Foothold. The name is intentional, the attackers are supposed to take the front wall with relative ease :rolleyes:Lord Ozin kindly give any information you're allowed to give about the subject, ain't asking for specifics mainly just in what direction you're doing it.(click to show/hide)
That's my first cRPG map - Foothold. The name is intentional, the attackers are supposed to take the front wall with relative ease :rolleyes:(click to show/hide)