tipsy Posted April 7, 2020 Share Posted April 7, 2020 @daredevil We need to fix spawn times . We can add map name to the list as the discussion goes on. I think 12 secs. spawn time for axis will be a good idea. 1) Venice 2) Oasis 3)Pirates Also green gas need to go from map sp_delivery_te 5 1 2 Quote Link to comment Share on other sites More sharing options...
MikeSlayer Posted April 7, 2020 Share Posted April 7, 2020 4) Goldrush 5) Teuthonia Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted April 7, 2020 Administrators Share Posted April 7, 2020 6 hours ago, tipsy said: @daredevil We need to fix spawn times . We can add map name to the list as the discussion goes on. I think 12 secs. spawn time for axis will be a good idea. 1) Venice 2) Oasis 3)Pirates Also green gas need to go from map sp_delivery_te 6 hours ago, MikeSlayer said: 4) Goldrush 5) Teuthonia for all 5 maps - make axis spawn 12 sec? 1 Quote Link to comment Share on other sites More sharing options...
MikeSlayer Posted April 7, 2020 Share Posted April 7, 2020 I agree with Tipsys 3 maps that need longer axis spawn times those maps are very easy to full hold and i though i'd add the other 2 as i also find them too easy to defend so all 5 maps yes and gold and teuthonia may need even longer than 12 secs for bank phase part to even it 1 Quote Link to comment Share on other sites More sharing options...
CabaL Posted April 9, 2020 Share Posted April 9, 2020 Thank you Tipsy for making this thread for me, completely forgot lol Quote Link to comment Share on other sites More sharing options...
Gladiator Posted April 9, 2020 Share Posted April 9, 2020 And PLZ reduce spawn protection its defo too long Quote Link to comment Share on other sites More sharing options...
tipsy Posted April 9, 2020 Author Share Posted April 9, 2020 5secs spawn shield is fine for jay1 . 1 Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted April 12, 2020 Administrators Share Posted April 12, 2020 Done. I didn't go for 15 but went with 14 as it might over power allies and we trigger issue of rushing maps. Another approach would be player count based spawn timers which we will work out soon. 2 2 Quote Link to comment Share on other sites More sharing options...
Punitron Posted April 19, 2020 Share Posted April 19, 2020 (edited) If you really think that was good idea to make it 12 seconds for Axis you are wrong. Imo 14/16 on this 5 maps should be great. Still it's same ending(allies side): Goldrush - Tank close to 2nd or already at 2nd barrier. But no progression further. Oasis- After wall destroyed its allways same. Allies stick to lower/upper grotto or caves . Venice,Teuthonia,Pirates dunno didn't played it yet with full server Edited April 19, 2020 by Punitron Quote Link to comment Share on other sites More sharing options...
CabaL Posted April 19, 2020 Share Posted April 19, 2020 Venice is fine till allies breach church. Then all progression is stopped cause upper side wall cant be broken from outside. There a way to script this so that when the tank reaches final spot and shoots church that side wall can be destroyed from outside? I know its current setup is to prevent objective skipping. Teuthonia, progression stops just short of the 2nd tank barrier or at the barrier. Axis spawn too frequently and have super short rotation time to the tank. Mid population server, allies do tend to win if they're a little stacked. I think this is mostly issue with the map design itself more than it's spawntimes. You'd have to pretty much make spawn time non-realistic for Jay1 to give allies a chance with a full server, like 30 second spawn times. That would never happen on Jay1. Pirates is probably the most fine of these three. Allies probably have the highest win % with full server of these three. I'm sure DD has better info on that. Quote Link to comment Share on other sites More sharing options...
Broham Posted April 19, 2020 Share Posted April 19, 2020 1 hour ago, CabaL said: Teuthonia, progression stops just short of the 2nd tank barrier or at the barrier. Axis spawn too frequently and have super short rotation time to the tank. Mid population server, allies do tend to win if they're a little stacked. I think this is mostly issue with the map design itself more than it's spawntimes. You'd have to pretty much make spawn time non-realistic for Jay1 to give allies a chance with a full server, like 30 second spawn times. That would never happen on Jay1. On Teuthonia, I found that opening the cave door once tank passes the first barrier is of great help for allies. I don't want to know how many warnings I got for doing that as axis 😁 Quote Link to comment Share on other sites More sharing options...
CabaL Posted April 19, 2020 Share Posted April 19, 2020 Shouldn't be warned for it....... its making the map more balanced/interesting. 1 Quote Link to comment Share on other sites More sharing options...
tipsy Posted April 21, 2020 Author Share Posted April 21, 2020 @daredevil Will update you regular when is needed , kindly fix spawn time . Map :Oasis Current Spawn time : Axis:12 / Allies :8 Suggestion: Axis:15 /Allies:8 2 Quote Link to comment Share on other sites More sharing options...
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