*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
September 29, 2024, 01:37:32 am

Login with username, password and session length

Resources

Recent posts

[September 26, 2024, 09:37:35 am]

[September 06, 2024, 11:58:09 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2 3   Go Down
  Print  
Author Topic: argentan is unbalanced.  (Read 16182 times)
0 Members and 6 Guests are viewing this topic.
salan
Guest
« on: August 07, 2008, 03:49:05 pm »

looking at the results of TLS it is 90% of the games played on Argentan are in favor of whichever attacking force starts in the forest.

both sides have had their start there and each time they have won 9 out of 10 games.

might want to consider some changes for the city defenders, maybe  make teh city further into the fields with sturdier houses on the edge so they can defend?
Logged
BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #1 on: August 07, 2008, 03:53:34 pm »

Break up the cities territory some more perhaps?
Logged

Warbirds Offline
EIR Veteran
Posts: 673


« Reply #2 on: August 07, 2008, 03:57:29 pm »

This couldn't have been a PM?

Send me your 'requirements' in a PM, then I'll look at it.
Logged
salan
Guest
« Reply #3 on: August 07, 2008, 04:21:21 pm »

oi was thinking I wouldn't have the best suggestions, wasn't meaning it to be a flame, i love the map.
Logged
BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #4 on: August 07, 2008, 04:21:36 pm »

It's a good map Warbirds it is just that most maps have fighting in the center but this is off to the side so making the city bigger or adding more territories I think could fix it.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #5 on: August 07, 2008, 04:36:09 pm »

I think the entrances need to be fixed on the east side since it seems like everyone heads down the road. I had the top side during the game i played and was never attacked. i had to initiate and it wasn't until my teammates got pushed back that i got attacked.

also, since a lot of maps have fighting in the cities, how about making it so that when the allies come in they're not coming right into the city but there's a small field so there's a small bit of open ground. also firing lanes are for shiite for at guns...
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #6 on: August 07, 2008, 04:42:23 pm »

Keep in mind for everyone that wants the map larger, which seems to be most of you, that it will only be a 4v4 from now on if I decide to make it larger.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #7 on: August 07, 2008, 04:44:09 pm »

ok...how about making it thinner and longer
Logged
SnarksTLS Offline
EIR Regular
Posts: 29


« Reply #8 on: August 07, 2008, 04:56:20 pm »

We might also want to take a look at the player balance. Half of the Allied players on the recent battle reports are most likely new as I have not seen them around before.

Aside from that, I believe there is a MCP imbalance towards the attackers from the forest.
Logged
ChefarztTLS Offline
EIR Regular
Posts: 22


« Reply #9 on: August 07, 2008, 05:04:49 pm »

Could be coz coz if u have half the city as attackers the guys spawning in the city are forced to retreat.
Logged
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #10 on: August 07, 2008, 05:07:11 pm »

Ok, territories are perfectly even, I should know, since I had to do the sectors over and over until I got it right for you guys.

Sectors are like this:

3 4 4 5 4 4 3

From left to right it goes from the city spawn to the fields spawn, where the 5 sectors are situated in the divide of the city and fields.  Don't believe me?  Look in your tactical map (numpad 0 button) to check.
Logged
ChefarztTLS Offline
EIR Regular
Posts: 22


« Reply #11 on: August 07, 2008, 05:14:27 pm »

Well perhaps ur right but i just had a 15 minutes game where we managed to get half of the sectors in the city and suddenly the retreat now message came up. (We were starting on the fields)
Logged
DerangedTLS Offline
EIR Regular
Posts: 12


« Reply #12 on: August 07, 2008, 05:15:03 pm »

That doesn't make the map even. The problem with your map is really the street layout. It makes it impossible to properly support your allies in the city, while outside, they can organize much better.

I DO like it, though. Fun to play in.
Logged
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #13 on: August 07, 2008, 05:17:18 pm »

The thing with the sectors, the fact that the middle is 5, (which is not an even number, btw,) you have to hold at least 3 of those to get the bleed, if the enemies have all of their sectors capped.

And uh, it's really good to hear people just... ya know, pointing out every single thing that bad.  Really gets makes me feel better.   Tongue
Logged
salan
Guest
« Reply #14 on: August 07, 2008, 05:19:30 pm »

its not about making you feel good and cheery, or bad and horrible.  shouldn't be looking to this lot for acceptance anyways.

its a great map, But I think its too restrictive on the city fighters to get into those 5 center areas and possibly to fragile for them to hold their edge of town.

its a iffy part of it all, usually those houses fall REALLY easily, due to structural damage and what not.  maybe shoring them up some would help?
Logged
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #15 on: August 07, 2008, 05:22:02 pm »

Explain 'shoring them up', would you?

Do you mean putting sandbags and such in front of them?
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #16 on: August 07, 2008, 05:28:07 pm »

i think he means making them stronger. putting more health into them so they dont fall as quickly.
Logged
salan
Guest
« Reply #17 on: August 07, 2008, 05:35:58 pm »

Explain 'shoring them up', would you?

Do you mean putting sandbags and such in front of them?

no, i know they have a lot of structural damage, and their health bar can be at half health and the building still fall because it loses to many wall pieces.   perhaps LESS visual damage, and the same health bar?

i never put anything in those buildings because of that.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #18 on: August 07, 2008, 05:40:16 pm »

me neither, i just got scared off...

case in point. my howie got 10+ building kills from only 3 volley's Cheesy
Logged
BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #19 on: August 07, 2008, 05:46:04 pm »

True, or you can change the structural damage to the roof.
Logged
Pages: [1] 2 3   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.056 seconds with 36 queries.