cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Crob28 on June 12, 2012, 08:41:15 pm
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This map needs to be looked at, currently it is far too much in favor of the defence, moving spawns closer so it's not a 2minute run for attack should fix it...
http://imgur.com/RuCoq
^This map btw
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I think it's fair, I've seen it be done before, and all it took was a little organization. As long as the attackers can coordinate one giant push up that hill then it is very easy to win.
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I have seen it won as well, albeit not very often, though imo the attack win depends largely on an inept defence to have a reasonable chance
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The only time I have seen attackers win was when the defenders didn't even know where the flag was...
The attackers spawn just needs to be a bit closer, it takes quite some time to get to the nearest ladders and even longer to get into the house.
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The team that wins this map is the team that is the least lost. Attackers only have two approach points to the flag, and they can both be bottlenecked pretty well.
It might be balanced if the attackers spawn closer to the walls instead of way out in the field.
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v1.1 changelog:
-Moved all attacker spawns much closer to the castle
-Made front gates breakable/openable
-Added another ladder on the right side of the castle
-Added some siege shields around the front gate to help protect attackers spawn
-Removed 25ish redundant scene objects
-Smoothed out the bottom of the moat a bit more
-Polished the back entrance a little
-Fixed some harsh terrain edges
Just waiting for it to hit the servers.