Changes to maps

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Re: Changes to maps

Postby Unit » Mon Jul 14, 2014 4:30 am

I honestly hate the new update to the Fuel Dump, it makes it WAY to easy for the Allies to win. First of all, it's not like the bots ever construct the east side defense so it's not like you can rely on the bots, some real player needs to be engineer. and with how easily the allies have destroyed the fuel dump because of that, it just makes it even easier for allies and frustrating for axis. It makes the axis players feel powerless because the allies always come to the west defense to blow it up, so while they are trying to protect the west side from blowing up, allies will be rushing through the east without any guards. I suppose this might work if you have some good team strategy, but not many people seem to like team-speak and being told what class they should be. I think this update will make the server much less popular. :down:
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Re: Changes to maps

Postby JaneX » Mon Jul 14, 2014 6:59 am

Well, if you don't like it... do you have a suggestion on how we could fix it?
It is REALY hard to balance Fuel Dump, as before it was too easy for Axis and now it's too easy for Allies.

But the Fuel Dump that we have is just like all others except the stairs at the spawn and the only 1 level constructable west defence. You have to construct west defence only once, so you can get in if the dynamite is planted. Otherwise you have to go all the way up to the Axis door and jump on the Fuel Dump.
And also through my expirience it is hard to get through the defense line on the west side. And if you are Axis you just have to guard the Fuel Dump I guess... Beacause that is your objective no?

In my opinion this is the best fix until now. All the others like that bridge and... It just wasn't working and visitors were complaining. I don't think we are getting any complains now :)
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Re: Changes to maps

Postby Unit » Mon Jul 14, 2014 7:38 am

JaneX wrote:Well, if you don't like it... do you have a suggestion on how we could fix it?
It is REALY hard to balance Fuel Dump, as before it was too easy for Axis and now it's too easy for Allies.

But the Fuel Dump that we have is just like all others except the stairs at the spawn and the only 1 level constructable west defence. You have to construct west defence only once, so you can get in if the dynamite is planted. Otherwise you have to go all the way up to the Axis door and jump on the Fuel Dump.
And also through my expirience it is hard to get through the defense line on the west side. And if you are Axis you just have to guard the Fuel Dump I guess... Beacause that is your objective no?

In my opinion this is the best fix until now. All the others like that bridge and... It just wasn't working and visitors were complaining. I don't think we are getting any complains now :)


I'll have to think about something else, but you made a good point. I guess I'll just wait and see. ;)
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Re: Changes to maps

Postby FuRious » Mon Jul 14, 2014 9:30 am

Unitron wrote:I honestly hate the new update to the Fuel Dump, it makes it WAY to easy for the Allies to win. First of all, it's not like the bots ever construct the east side defense so it's not like you can rely on the bots, some real player needs to be engineer. and with how easily the allies have destroyed the fuel dump because of that, it just makes it even easier for allies and frustrating for axis. It makes the axis players feel powerless because the allies always come to the west defense to blow it up, so while they are trying to protect the west side from blowing up, allies will be rushing through the east without any guards. I suppose this might work if you have some good team strategy, but not many people seem to like team-speak and being told what class they should be. I think this update will make the server much less popular. :down:



Well, first have you tested the new changes ? :ask:

If yes, you can ask Apple (which is for me one of the best specialist for objectives), for example, how difficult it is to finish the Allies objective.

Conversely, it's very easy to defend for Axis that respawn in the garage near to Fuel Dump.

It's very difficult to find a good balance on this map and I think this is a good solution after to have tested it several times now ...
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Re: Changes to maps

Postby Veteran » Tue Jan 12, 2016 9:40 am

Hello,
I don't want to make new topic so I post it there.
I'm thinking (and a lot of other players too) Oasis is way much easier for Axis than Allies. In my opinion Axis respawn is too fast and amount of mines too high to make it really balanced.
Yesterdey we played on Oasis with teams like 10 vs 10 and Axis stacked with a lot of mines, panzer, MG and with that fast respawn it was nearly immposible to get through (I'm saying about first part of map, before destroy oasis wall). A lot of ppl just leave our server saying: It's pointless etc.
What you think about it? Maybe you have got other suggestions?
Cheers :)
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Re: Changes to maps

Postby MaTT » Tue Jan 12, 2016 11:17 am

I'm thinking now that the axis are too well supplied. There's health and ammo cabinates right outside the axis spawn, I've tried moving it countless times to make it difficult for the axis to resupply and get straight back to defending the guns (I.e. When the axis are resupply img, the allies have an opportunity) but it's just not working obviously, everyone just chooses engineer on the axis team so there's land mines everywhere and everyone can defuse the dynamite.

I suggest removing these health and ammo cabinets to make medics and field ops have more of a role. Less engineers which make it harder for the allies, and the axis run out of ammo and health and aren't instantly restocked which makes it more viable for the allies to make it, yet the axis still have their defensive capabilities so it remains balanced.
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Re: Changes to maps

Postby Straw » Tue Jan 12, 2016 11:20 am

But then the ammo/health cabinet must be re-enabled for allies when they break the old city wall.

I agree though :)
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Re: Changes to maps

Postby Outblast » Tue Jan 12, 2016 11:51 am

I get the feeling that a lot of people dont like radar. Perhaps if it involved stealing the truck back to the allies initial spawn it would be more fun. Just an idea.
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Re: Changes to maps

Postby MaTT » Tue Jan 12, 2016 1:18 pm

I like that idea, although it's going to be very difficult, if not impossible to do without some clever workarounds. Map scripts can sometimes be very restrictive... Certainly worth a try though!
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Re: Changes to maps

Postby BoSsKh45 » Tue Jan 12, 2016 1:31 pm

best of luck :)


Regards Shadow
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I May Not Be Perfect But Atleast I Am Not Fake... :) B)


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