Author Topic: siege problem  (Read 520 times)

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Offline Glyph

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siege problem
« on: January 09, 2012, 09:20:39 pm »
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my big problem in siege is that a lot of maps are made for native and not for crpg, which means that in crpg the attackers will have a lot bigger chance of winning a round, and that's mostly because of ladders. if in a maa there are 2 ladders, that's reasonably defendable, but in crpg that means there are going to be put atleast 2 more ladders up, so half the chance that the defenders are going to win, only if the attacker team doesn't use the key spots on the map and there are 15 clan people on the defending side, the defenders have a shot at winning.
so my point is that the maps should be re-looked at, because by just adding a few doors more, making surtain rooftops unreachable or removing a ladder would balance the difference between defenders and attackers, it wont solve all the imbalance, but it would help atleast.
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Offline Gisbert_of_Thuringia

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Re: siege problem
« Reply #1 on: January 10, 2012, 01:59:50 am »
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I suppose changing defender spawntime from 30 seconds to 20-25 should be much simpler and should be enough to test it out

Offline Glyph

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Re: siege problem
« Reply #2 on: January 10, 2012, 08:57:17 pm »
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I suppose changing defender spawntime from 30 seconds to 20-25 should be much simpler and should be enough to test it out
but with ladder placed in a good way, you can make a way right to the flag, without the defenders being able to destroy the ladders on some maps, which sucks.
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Offline ThePoopy

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Re: siege problem
« Reply #3 on: January 10, 2012, 08:58:59 pm »
+1
I suppose changing defender spawntime from 30 seconds to 20-25 should be much simpler and should be enough to test it out
defender spawn timer should be scaled by amount of players

Offline Lactating Vegetables

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Re: siege problem
« Reply #4 on: January 10, 2012, 09:11:18 pm »
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^that^

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