Dest!Ny Posted December 10, 2018 Posted December 10, 2018 15 hours ago, Dest!Ny said: Problem with beach is this: Allies' side entrance leads to the middle of axis spawn. Allies' top entrance is a long ladder which is like the worst way to entry because you cant shoot from a ladder. And allies' main entrance is a pretty long and weak to spam "corridor". Under most circumstances beach is fine but if enough axis use the forward spawn right in front of the allies' main entrance the map becomes extremely unbalanced favoring the axis For balancing sake I think it would be a good idea to remove the possibility for axis to spawn at the forward spawn (the little room with the bunk beds). This would allow allies a much easier way to keep control of the CP area to give them even the slightest room to work with. I don't believe the map will do a 180 and become too easy for allies at all either, it would be a great edit for the map. 2 Quote
Mufasa Posted December 10, 2018 Posted December 10, 2018 I think another thing that would help is if the lower entrance hallways were wider. As it is, a flamethrower or panzer or rnade can basically shoot anywhere and allies have zero chance of winning against them. Wider hallways wouldn't be a universal panacea, but if it was something more like special delivery TE, Allies would at least have something like a 70/30 chance instead of 90/10. Also - not sure if it's possible, but making it so the flag can't be recaptured would help a lot. The flag is constantly being recaptured and it's a complete waste of a spawn that pretty much resets any map control that allies might've had. 3 Quote
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