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Near unwinable maps on silent1

silent1 maps snatch oasis goldrush

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#1
FrostedFlake

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Hi guys and girls,

 

I just want to know if there is anything possible to make some maps more even  and fun to play on the server silent1.

 

It could be very good for the game and we maybe would have less mass quit when these maps are played. In nthe moment, people vote for these maps but then they want to get to the easy side of the map, the teams are getting uneven and there is frustration around players. Its fun to frag but its also fun to win maps.

 

By anything possible, i mean change the spawn time or take another version of the map. (if you have other ideas, would be great to share).

 

Particular maps i saw are all dominated by axis: Snatch, Goldrush and Oasis as example are near unwinable by allies, (Snatch) i saw allies win it 1 time in like 50-60 maybe more times i played it. 

 

Maybe we can find a way to make these maps more playable, more even and to ultimately have more fun.

 

Thanks for your help




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#2
Raskin

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As far as snatch and oasis on silent 1...they are sooo winable if teams not stacked and allies are committed to work as a team.allies camp in caves..i played them for years no double jump and with small teams on silent 1 should be winable.....now on j1 with 25 vrs 25 usually no..just my opinion ..anyone else have another view is welcomed...

#3
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Definitely need new version of Goldrush on Silent1!  The current SW version of Goldrush on Silent1 has allies in the hole from the beginning with time against them from the start.  Goldrush GA is an expanded version which allots more time and is a much better version.  Ahem! Ahem!  Speaking of new maps, still greatly anticipating the insertion of =F|A= HQ (Headquarters), into the rotation.  ;)



#4
BossHK

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Oasis is cancer for big servers because of narrow waypoints people need to go through. Snatch too for some degree, not so much though. Goldrush is totally winnable by allies, it has a lot of room to move around.



#5
motafied

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You really got a good point there, but the problem is... Silent got a map-voting system not a cycle. This means people vote for the map they want to play next, so adding different maps won't change that much if they keep voting for the same maps. So different versions of some maps or even other maps won't change that much...

 

I think anti-rush rule will do a better job, like a protection that will prevent players from taking/completing the objective the first 5-10min of a map.


Edited by equaLz, 01 March 2016 - 01:38 AM.


#6
Raw64life

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It is rare to see allies win Oasis but it's definitely possible and I've done it a number of times even when the server is full.

 

100% in agreement on Goldrush though. SIlent 1 runs Goldrush TE, which was specifically altered for 3v3 or 6v6 matches. Any more than 20 people on the server and it is impossible. It really does need to be changed to the original version, or any version other than TE.



#7
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That's true. TE is meant for competitive play, not pubbing

#8
daredevil

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Didn't we adjusted spawn times for allies to give them little more advantage?



#9
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Not sure West it is but it does seem fast

#10
Raw64life

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Spawn times are quicker for Allies on the maps being discussed, and while it does help, it doesn't help nearly enough for Goldrush TE. Just yesterday evening these maps were played back to back with mostly the same teams and Allies were able to win Oasis but not Goldrush and it it was rarely more than 10 people on each team. When it's 14v14 or 16v16, forget about it.



#11
daredevil

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I can try add to add different spawn times for different player count.

 

Ex: 10 vs 10 - different spawn times for axis and allies. Allies: 5  Axis: 9

 

Ex: 20 vs 20 - different spawn times for axis and allies. Alliex: 7 Axis 12

 

Would doing something like that resolve the issue? Let me know.



#12
Raw64life

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Yes I think that would help. I'm not sure if Oasis and Snatch really need that kind of adjustment but if Goldrush TE is going to remain on the server it definitely needs it.



#13
FrostedFlake

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I understand that the maps are winable but it depends on how the teams are made and number of players...

if we could look at stats like overall allies win vs overall axis win in these maps, we would really see a problem.

And i don't mean that it has to be 50/50 or near... but I would be confident to say that allies are winning Snatch 2% of the time, Goldrush 4% of the time and Oasis (5-8%). I think i'm generous with Oasis tho. 

It would be fun to see real stats about that.

 

It's true that Oasis is more winable then the other too, i mention the map in the post because i see frustration around the players a lot of time when we play the map. (Aftermath as example was pissed the other day).

 

To me Snatch has a problem too, but if we begin with a change in Goldrush, I (and the Silent1 players) would be very thankful for your help.  :D


Edited by FrostedFlake, 02 March 2016 - 07:37 PM.


#14
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Raw64life thanks for posting the current correct version of Goldrush used on Silent1. It is the TE (tournament edition), I was thinking SW (stop watch). I stand corrected. ;)



#15
Flible

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In goldrush, I feel the very small respawn time is a huge factor. Maybe this can be increased for the map?







Also tagged with one or more of these keywords: silent1, maps, snatch, oasis, goldrush

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